I am in the process of replaying Heraclea with different rules on a 2'x2' table. This is about number eight. HOTT is not even on my list. I have used DBA for some previous replays - Callinicum and Zama - and IMO they are OK but nothing great. I did acquire a copy of HOTT a few years ago as I had read that some people use it for ancients. But besides reading it and thinking they were similar to DBA, they have sat on the shelf. But, with DBA 3.0 drafts out, and again reading on some forum about someone using HOTT for ancients, I dug out the rules again. They are quite different to DBA, especially the combat outcomes. I actually prefer the combat outcomes in HOTT. Never fond of Psiloi rear support (which I note is gone in the current draft of DBA 3) and the various quick kills, HOTT is refreshing. So I thought I would just do a quick game of Heraclea with HOTT to see if HOTT is for me, or at least better IMO, than DBA. I added in some light troop types and also restricted non-light element movement to only group movement, so it is not strictly HOTT.
I usually have links to rules reviews etc but for HOTT (and DBA), go no further than fanaticus.org THE place to go for all your DBA and HOTT needs. There is also an active yahoo group.
Rule changes - mostly adding light troop types
HOTT has no light horse (Raiders are the combined DBA equivalent Cavalry/Light horse) or Peltasts (no DBA Auxilia exact equivalent in HOTT) or Psiloi. It also has no Pike (HOTT Spear represents DBA Pike and Spear). Rather than transpose the DBA troop definitions over, I will create three new troop types that are variations on HOTT troop types.
Treat the same as Warband, except: no unit quick killed by Warband is quick killed by Peltasts; Peltasts do not get a +1 for Peltast in rear support; Peltasts do not pursue after combat.
Move as per Riders. Combat factor +2. Combat outcome for less than, but more than half is "Destroyed if in bad going, otherwise flee 600p" - a combination of Rider with fleeing as benefits my perception of their skirmish role.
Move as per Sneaker, Combat factor +2. No -1 for off-road or bad going. Combat outcome for less than, but more than half is "Flee 600p". Very like sneakers, but an enemy cannot disregard a poor outcome versus a sneaker.
For the purposes of Heraclea, the AP value of each of these three units is 1.
- Riders move 400p in good going.
- Warband and Shooters are swapped on the movement table. This seems to be a common change.
- All elements and groups use group movement only, except this can include all about facing or a single element may rotate in place. Light Horse, Skirmishers and Peltasts can still use single element movement.
- Rear support elements are fixed for the game i.e. the rear element cannot move of its own accord.
Another note: Tempted as I was to add in some factors such as inferior/superior to reflect the Hypaspists or Triarii, I resisted.
With all these changes, maybe I should say I am playing HOTT-ish.
Leves: 4 Skirmishers
Hastati/Principes: 4 Blade
Triarii: 4 Spear (2 in rear support), includes general in front rank
Light Infantry: 1 Peltast
Heavy Cavalry: 2 Riders
Light Cavalry: 1 Light Cavalry
Total AP: 26
Total AP: 26
Hypaspist: 2 Spear (1 in rear support)
Pikemen: 6 Spear (3 in rear support)
Hoplites: 1 Spear
Light Infantry: 1 Light Infantry
Light Infantry: 1 Light Infantry
Skirmisher: 1 Skirmisher
Slingers: 1 Skirmisher
Agema: 1 Knight, including general.
Light cavalry: 1 Light InfantryElephant: 1 Behemoth
DeploymentSee deployment description and here is a photo:
|Deployment - Epirot to the left, Romans to the right.|
Most of my Heraclea game reports are very detailed to assist in showing how a particular ruleset works. HOTT is similar to DBA in it mechanisms and there is a lot of detail around the internet on how DBA works. This report will not be so detailed, but I will highlight some of the critical parts that I think warrant it. It still will be reported turn by turn but just the good bits.
Low PIPs see not much happen - Romans get to moves forwards, Triarii turn to protect the left flank. I do like that there are only four cases for extra PIPs. It does seem strange going back to movement rates that are the slowest, besides Justified Ancients, in the rulesets I have used so far.
|End of turn 3 - Romans on the right|
Leves contact the Epirot Skirmishers. One Leves flee, one Epirot Skirmisher flees. The Epirots retaliate by moving up all the pikes and Hoplites into contact with the Leves. The three Leves contacted are all doubled and destroyed (I treat Skirmishers as "Others" for less than half outcomes i.e. destroyed, in DBA the Psiloi would flee on this result). Pyrrhus, the Agema and the Elephant are slowly moving down the flank to get to the Roman Heavy Cavalry. I am not enjoying Pyrrhus being so far away from the rest of the army. The pike group is still within range for it to cost only one PIP to move, but everything else is 2 PIPs. Units further than 1200p (12") from the general cost +1 per PIP to move.
|Battlelines are close - a lone Epirot skirmisher is in the centre.|
Romans advance and rout a Epirot skirmisher. Pyrrhus, Agema and Elephant finally contact Roman Heavy Cavalry.
|Agema and Elephant contact the Roman Cavalry|
|My 5 year old taking a break from Lego to roll some dice.|
Agema and Pyrrhus recoil (a 1-5 die roll) and the Elephants force a recoil.
|The Agema, Elephant and Cavalry situation after melee.|
The battlelines should meet next turn, they are very close now.
|So close, next tun will be the clash.|
Elephant destroys the opposing Roman Heavy Cavalry (a 6-1 die roll). Agema and Heavy Cavalry locked in melee (tied). Pike line moves into melee with Hastati. Pikes are at combat value 5 as they are a spear unit with one spear in support (Nice and easy, no caveats for the support except not applicable in bad going. I much prefer this). Hastati are at 5. The first roll was for the Hastati-Pike combat with the Hoplite as flank support:
|The last picture with the left most Hastati in it.|
My 3-year old son rolled a 6-1 in Epirot favour.
|My 3 year old rolled the 6 and the 1 that eliminated the Hastati. Blue = Epirot, red = Roman (Society of Ancients dice)|
Hastati gone. Was not expecting that. This could be bad for the rest of the line...but just some recoils on both sides.
|Battleline at end of turn 6.|
One PIP for Romans. The Triarii was going to move into the flank of the Elephant until I remembered that in DBA/HOTT, elements turn to face on a flank/rear attack if not already contacted on the front. Unlike all the other rules I have been playing recently. Damn. That tactic is not going to work. A Triarii element instead goes into the Agema flank, but Agema still outscores on the combat (with the Roman Heavy Cavalry).
Pikes went in and were recoiled.
Turn 8One PIP for Romans. Nothing happened.
A pike element moves to the flank of a Hastati and it is destroyed in the subsequent combat.
|Pike block has flanked a Hastati in centre that is not in the picture as is was destroyed|
Elephant turns to hit the Roman Heavy Cavalry in the flank and it is outscored (due to combat with the Agema to the front) and is destroyed. It was worthwhile, even if the Elephant is likely to be routed by the Triarii next turn - Romans have lost 11AP, and 13AP is half the total, so only 2AP to go. Epirot is on 1AP lost at the moment.
|Elephant flanks Roman Heavy cavalry and destroys them. Elephant is destroyed by Triarii next turn.|
Triarii surround elephant and see is destroyed. Otherwise, lots of positioning and recoils. The Triarii face-off the Agema:
|Triarii and Agema. The general figures are markers for the units with the general.|
|A Principes protecting the flank of the line.|
|Epirot move up for a +5 to +3 attack.|
And a 6-1 roll guaranteed the Principes was destroyed. Agema recoiled. The Romans have lost half their AP and have lost.
|Overview at game end - Agema and Triarii bottom left.|
It was OK. I do prefer HOTT to DBA. DBA 3.0 may change my mind. Their were a few tactical mistakes I made - I could have shifted some of the Principes in the second line up a lot earlier to lengthen the Hastati line and get overlaps. This would have made a big difference to the battleline outcome. I did not mind the restricted moves but it did slow the game down. Ah well. If I played again, I think I would go back to vanilla HOTT moves. Had a good time but still do not love HOTT or DBA. Admire them and like them, but not love. Plenty of other rules out there for me!