Wednesday, 18 June 2025

Battle of Immae, 272 AD (take 2) using Ancient Battlelines Clash

Introduction

This is game 71 in play testing my ancient rules by replaying historical battles. It is a replay of my last battle of Immae but with different unit types – the last game was based on an internet scenario with bow armed cataphracts and lots of camels.  Gone are the camels and bows, and also the Palmyrene’s have a little more infantry weight in the centre.

I started by using my own rules Ancients Battlelines Clash (ABC).  A friend is looking for a fast game an so I went back to where it all began - ABC was originally based on Bill Banks Ancients (BBA). So started with BBA and then judiciously added some of the ABC mods from over the years: converted the CRT to 1d6, tweaked some of the combat values, shooting using same table as melee, grid based movement, more detailed pursuit and mandatory charging for impetuous units.  No reaction moves, no rolling for activation.  I may add these later.  ABC is designed to finish in around 30 minutes on a 2’x2’ or smaller table; I am currently using a 40cmx40cm table.

Battle of Immae, 272 AD

Aurelian's veteran legions reconquest of Palmyra from Queen Zenobia's mixed forces.

Links:

World History: https://www.worldhistory.org/Battle_of_Immae/

Wikipedia: https://en.wikipedia.org/wiki/Battle_of_Immae

Troops

Romans (Aurelian)


 
2 LDR, 2 HC, 2 LC, 2 HI, 2 MI.

Breakpoint: 3

Palmyra (Zenobia)



1 LDR, 2 KN, 4 LC, 1 HI, 3 LA.

Breakpoint: 5

Scenario

Map: Open.

Deployment

Romans (Aurelian):

Deploy: LC HC* MI HI HI* MI HC LC

Palmyra (Zenobia):

Deploy: LC LC KN LA HI LA KN* LC LC.  LA in front of HI

This translates to:

Deployment, Romans on the left

Game

The Romans move first.  I have changed from rolling for group activation to just moving groups from right to left. And a group can be as large as you want.  I have done some testing with smaller forces on a 6x6 grids and seems to work fine without restricting movement.  As units split up with melee and shooting over the game it is hard enough to get units where you want them to go!

Romans all advance

Light Cavalry have a shooting range of 2. The Palmyrene have twice the Light Cavalry of the Roman on both flanks.  On the Palmyrene right they move up and to the side and in range of the Roman Light Cavalry.  In these rules, if you move into range, the opposing side will fire.  If both can fire, then just roll as if in melee.  So the Light Cavalry exchange fire.  The Palmyrene Light Cavalry are disordered.

Palmyrene right flank advances

The Palmyrene left flank sees a similar movement.  The Roman Light Cavalry and Palmyrene Light Cavalry exchange fire and both are disordered.

Palmyrene left flank

Note that the centre spread out slightly and advanced so the Archers are in range.  This forces the Roman to either advance or sit there and take multiple rounds of missile fire.

If you can fire you must fire.  The Roman Light Cavalry don’t move so the Palmyrene Light Cavalry exchanges fire with them.  Neither impacted.

The right flank Roman leader and Heavy Cavalry must charge the opposing Cataphracts.  Both disordered.

Roman right flank - clash of the cavalry

The Roman centre advances and the Archers responds with arrows. None of the fire does anything.  It makes me recall this lines from the Justified Ancients ruleset I do remember the line “don’t get too excited by missile fire, in this period it was pants.”

Roman centre advances in the hail of missiles, none doing any damage

The left flank Roman Heavy Cavalry must charge the opposing Cataphracts.  The Roman Heavy Cavalry is disordered. The Palmyrene Light Cavalry exchanges bowfire with the Roman Light Cavalry.  The Roman Light Cavalry is disordered.

Roman left flank

A Palmyrene Light Cavalry moves to flank the Roman Light Cavalry.  The Roman Light Cavalry fires at the Palmyrene Light Cavalry that did not move, but no effect.  The Cataphracts melees with the Heavy Cavalry and the Roman Heavy Cavalry routs.  In these rules, missile fire is mandatory and melee is only mandatory if you have a larger combat value than the opposition.  This way you can take chances, or let the melee go on longer if you are likely to lose, but melee will still mostly happen as so lead to a result.  Just make take a turn or two longer to do so.

The Roman left flank with the Roman Light Cavalry being surround and the Cataphracts rout the Heavy Cavalry

On the Roman right flank the Cataphracts rout the Roman Heavy Cavalry (and leader) as well!   The Palmyrene Light Cavalry also moves to flank the lone Roman Light Cavalry.

Roman right flank going the same way as the left, badly

The Roman right Light Cavalry moves away from the Light Cavalry.

The Roman centre advances.  The missiles again have no effect at all.  In melee, two Archer units rout and the other two units are disordered.  The Roman are unharmed.

The centre, as expected, not going well for the Palmyrenes

The Roman left flank Light Cavalry also moves out of range of the Palmyrene Light Cavalry.

The Palmyrene right flank sees the Palmyrene Light Cavalry surround the Roman Light Cavalry but fail to rout it (very unlucky!)

The Roman Light Cavalry surrounded but not out

The Palmyrene Cataphracts flank attacks the Roman Auxilia but again,  unlucky and only disorders the Auxilia.

Cataphracts on the flank of the Roman Auxilia

The Palmyrene left flank sees the 2 Palmyrene Light Cavalry surround the Roman Light Cavalry and this time they are successful in routing the Light Cavalry.

Palmyrene left flank will see the surrounded Light Cavalry rout

The centre see the Roman flank attack the Palmyrene and they are routed.

The Romans have destroyed the Palmyrene battleline

The Cataphracts both are in melee and the Palmyrene right flank Cataphracts manages to rout the Roman Auxilia.  The Romans have lost the majority of their non-light units so flee the field.  The Palmyrenes win!

End


Verdict

History was reversed!  The Palmyrene Light Cavalry and Cataphracts really carried the day.  The Roman Heavy Cavalry should have lasted a bit longer but they were unlucky.  The Palmyrene were unlucky mid-game with some of their rolls to make up for it though.  It was a close game and could have seen the Roman win with some better die rolling.  I have updated the scenario to reduce the Palmyrene by 2 Light Cavalry.  They did lose the battle and have noted they have the stronger force in this game.  Rules see to be fine and give a quick game.

Aside on rules

Regarding rules: I started this set of rules played above to be able to play a fast ancients game with a friend.  We have been playing Amarti II but we recently get to chatting so end up not having the 1.5 hours to play.  So looking for something 30 minutes or less.  I looked at others I do like - Justified Ancients, DBA (although not that fond), pure Bill Banks Ancients, Irregular Miniatures Ancients rules, Mighty Armies Ancients, Fantasy rules TCE, Rally Round the King and my own ABC versions.  Narrowed down to Justified Ancients (original version), Fantasy Rules and Bill Banks Ancients, mainly as they are fast and can be played in less than 30 minutes. Finally went with Bill Bank's as they are the fastest and I like them the most anyway! Justified Ancients was very tempting too (with my modifications).  But needed to modify them a little to streamline the mechanics.  Did this based on the 100s of games I have played with my own ABC.  So the rules are a work in progress.  As ABC was based on BBA, the rules are fairly similar.  I will likely continue developing from these rules as a basis and just add in a few solo friendly rules to add some uncertainty.  But maybe not.  Happy so far with my one 10x10 grid play and half a dozen 6x6 grid plays.

Saturday, 31 May 2025

Battle of Immae, 272 AD using Ancient Battlelines Clash

Introduction

This is game 70 in play testing my ancient rules by replaying historical battles.  I started by using my own rules Ancients Battlelines Clash (ABC) but recently using a similar set of my rules, When Warriors Collide (WWC).  I recently updated ABC with some learnings from WWC, so back to using ABC! I have also gone (back) to a 10x10 grid this time.  I was considering a grid again and then after playing Dominion of the Spear I then creating 3x3 grid rules for them.  I realised I could replace my movement rules in ABC with those in the 3x3 rules.  The new ABC rules are similar to the old ones but movement is more flexible.   I am play testing rules by replaying all the Peter Sides scenarios from his Historical Battles books, and some others I find along the way.  ABC is designed to finish in around 30 minutes on a 2’x2’ or smaller table; I am currently using a 40cmx40cm table.

Battle of Immae, 272 AD

Aurelian's veteran legions reconquest of Palmyra from Queen Zenobia's mixed forces.

Scenario source: Bill Banks Ancients.

Link(s):

World History: https://www.worldhistory.org/Battle_of_Immae/

Wikipedia: https://en.wikipedia.org/wiki/Battle_of_Immae

Troops

Romans (Aurelian)

2 LDR, 2 HC, 2 LC, 2 HI, 2 MI, 1 LI.

Breakpoint: 3

Palmyra (Zenobia)

1 LDR, 2 KN, 2 LC, 3 LI, 2 LA.

Breakpoint: 4.5

Scenario

Map: Open.

Special rules: Palmyrene KN have missile capability and their LC are camels.

Deployment

Romans (Aurelian):

LC HC MI HI* HI MI HC* LC.  1 LI in front of the HI

Palmyra (Zenobia):

LC KN LA LI LI LI LA KN* LC


Deployment (Romans on the left)

Game

Only the Roman left flank manages to advance.

Palmyrenes advance the flanks only.  Their centre is no match for Roman centre so will delay as long as possible.

Palmyrenes advance the flanks

Romans advance.  The general charges the Cataphracts but they shoot and the generals charge fails.  The Camels shoot the opposing Light Cavalry and the Light Cavalry are destroyed.

The Palmyrene right flank is not going well for the Romans

The Camels advance and manage to destroy the leader.  This is not going well at all for the Romans.

Roman leader dies at the hand of the camels

And then the Heavy Cavalry on the other flanks mandatory charges the Cataphracts and also is routed.  The Romans have lost all their Heavy Cavalry already.

Roman right flank Heavy Cavalry charges the Cataphracts

The Roman battleline advances.  The Auxilia charge the Cataphracts, they shoot but fail to stop the charge.  The Auxilia is routed in the ensuing melee.

Roman battleline advances

Both Palmyrene Cataphracts fail to move, Palmyrene left flank Camels fires at the light cavalry and disorders the Roman cavalry  Further missiles exchange sees the Roman LC rout.

Roman battle line advance, except for a legion that engages the left flank Cataphracts and the Legion is disordered.

Roman battleline continues to advance, Legion engaging the cataphracts

In the next melee, the Cataphracts routs the Romans.  Enough of the Romans have been destroyed that the Palmyrenes have won!

Endgame

Verdict

A very quick game (as designed).  The Romans roll appallingly than the Palmyrenes rolled really well. The Romans lost 6 units compared on one Palmyrenes, and the latter is was a light infantry unit.  Does go to show the difference in luck. In a game with a few units and fast combat resolution, this has occurred in the past and did so for this game. I did expect the Roman flanks to hold a little longer for the Romans in the centre to engage and rout  the opposing missile units.  But it was not to be.  Liking the new rules - these are still mostly ABC but with generous movement rules, stripped back a little from previous rules and a slightly faster combat resolution.  Liking the grid (again!).

WW2 20mm battle report British Vs Germans 1944 using my own rules

Introduction

I play a game with my 20mm WW2 forces – Late war British Vs Germans – on a 4’x5’ table.

Background

In the last few months, I have had 4 games using One Hour Skirmish Wargames with 2 people a side.  I do like the rules but they are not as fast as mine 😊 The half a table tennis is still setup from a previous game so I just repurposed the table and figures for a solo game using my own rules.  These are the same rules I used for the half a dozen or so games on the 2’x2’ board from last year.  These rules are fairly similar to my WW2 Advance to cover but close combat uses the same mechanics as ranged fire.  One day I will write them up - currently a one page QRS.

Scenario

A British Recce company needs to make its way through a German occupied town in late 1944 and take the church to facilitate opening up the road.

Battlefield

Forces

Each figure represents about 3-5 soldiers (so around 6-10 figures for a platoon).

1:1 for vehicles and crew served weapons.

In this game, platoons are around 6 figures.

British


1 Company HQ of 3 figures

3 Platoons of 6 figures each

2 Cromwells

1 81mm mortar

German


1 Company HQ or two figures

2 Platoons on 6 figures each

2 MMGs

2 Panzerschreck teams

Deployment

The German MMGs are situated on the two flanking hills.  While a bit of a forward deployment, hopefully they can inflict enough casualties to slow the British down as they advance through the wheatfields.

One platoon is deployed to defend approaches the bridge and any approaches via their right flank. The other platoon defends the left flank approaches to the church as also a possible counterattack into the church.

The Company HQ is in the church.

The British will advance to the house before the bridge and also on their left flank.  The left flank offers better protection than via the right.  The house will be used as a base to advance across the bridge.  The Cromwells will deploy on each flank and then hopefully set them on each hill to support the infantry advance across the bridge and into the village.

Game

British 1st and 2nd  platoon advance.

The British 1st platoon is shot at by the MMGs.  Only one casualty (average would have been 2).

British view after advance of 1st and 2nd platoon

The 2nd  platoon get one casualty from the machine guns .

The Cromwells come on the battlefield but don’t spot the MMGs as the latter are concealed, even though they fired.  The 1st platoon race up to hide behind the building

1st platoon find cover behind the central building

The second platoon continue to advance to cover.

Second platoon managed to get behind the hedge

The second platoon fail to spot the MMG and cannot even fire in the general direction as the platoon has moved

The first platoon move into the building, manage to spot an MMG on the hill and fire, but do not hit them at all.

1st platoon firing at the MMG

The second platoon fire at the MMG as they managed to spot it.  They destroy the MMG (very lucky dice).  The British third platoon enters.

Overview, 3rd Platoon in foreground

MMG manages to destroy another figure in the building (first platoon). The first platoon fires back and reduces the MMG to one crew.  Again the MMG removes another soldier in the first platoon. The platoon have to do a morale check that they fail and have to retreat (6”) and are suppressed.

First Platoon retreats

Cromwells fire on the MMG but for no effect. Another turn and another firing of HE and the Cromwells take out the MMG. The Third Platoon move up to the house formerly occupied by the first platoon.  The Company HQ also enters and advances towards the building.

The company HQ arrives

There is a general advance for the British and also the first platoon recover from suppression.

3rd Platoon move out of the house to hide behind the wall near the bridge (apologies for the sun!)


Second platoon makes it to the hill on their left flank

The Cromwells take up position on each Hill.

The British are ready for the assault - either third Platoon across the bridge or second Platoon dashes down the hill across the Ford to the left of the bridge.  Third platoon will try the bridge.  They enter the bridge but fails to spot and the German infantry nearby and so the British have nothing to shoot at.

3rd Platoon advancing over the bridge (German view)

The Germans are distracted and this enables the British on the bridge to continue to move. They advance straight to the building with the German first platoon and a melee ensues.

Melee in the building

The Germans have the better position being in cover and not moving.  They manage to inflict three casualties on the British.  The British only inflict one on the Germans. The British pullback and are suppressed.

Retreat to the bridge

To add insult to injury the Germans fire at the British at the retreat and score another casualty. The British platoon check the morale again and the platoon decided to retreat back to their own lines (left the battle).

The Cromwells fire on the building and between the two of them manage to score another German casualty.

The British Major manages to call the 81mm mortar onto the German occupied building and scores two casualties.  The Germans pass their morale check.

Second platoon race down the hill to occupy the building

Second platoon race down the hill to occupy the building.  The British platoon now manage to spot the Germans behind the wall and fire for no effect. The Germans return fire that is also ineffectual.

British facing off to Germans

The Germans get off some more fire and score one casualty on the British.  The British return this fire to wipe out the Germans (wow excellent dice!). The remaining British platoon decided to cross the bridge.

Crossing the bridge

On the other side of the bridge is the Panzerschreck team but the British don't see it.

The Panzerschreck team fire at the running British soldiers, misses; the British soldiers return fire and destroy the team.

Panzerschreck firing at the soldiers on the bridge

The British have so few units left.  They will not be able to spot any Germans in the buildings until they get within 6” so the Germans will sit tight.  The British need to decide where to move next and if the Germans open fire then the Cromwells can blast them with HE.

The British on the bridge move forwards closer to the church. The Germans take a risk and the three figures in the opposite building fire on the moving British soldiers. Amazing dice roll and destroy all three British figures!

British soldiers under attack by the Germans

The Cromwells open up on the building but the first shots miss. They get another chance and destroy a figure and suppress the building.

The British soldiers in the building race across the street to get closer to the church

Racing close to the church

Germans unsuppress and fire on the British Platoon, score a casualty but the British platoon - even though at half figures - is still okay.  The British really have no choice for victory but to charge the church.  They do so - it is occupied by the commander and one other soldier and a melee occurs

Melee in the church (after the Brits have driven off the Germans)

The Germans fire first but fail to inflict any hits. The British then rout both of the enemy and occupy the church.

The remaining Germans fail morale and retire from the battlefield.

Remaining Germans

The British succeed!

Verdict

I was not sure how hard or easy this scenario would be.  The defending Germans had 2 MMGs and two platoons, compared to the attacking British 3 platoons and 2 Cromwells. And the handheld anti-tank weapons have a shorter range in these rules (6") compared to 18" in One Hour Skirmish Wargames.  The British are advancing across wheatfields but to offset that the Germans need to defend the town.  In the end it was very close.  About two-thirds through the game I did not think there was much chance of the British winning but they managed to win two major firefights (against the Germans behind the wall and then in the church).  So they were quite lucky.  Poorer dice in these two instances could have easily seen the British lose some more casualties and morale checks would have seen them retire from the battle.

It was a great game.  Never tire of getting out the 20mm WW2 figures on half or a full table tennis table.