Friday, 27 March 2026

Battle of Ctesiphon, 363 AD using Ancients Battlelines Clash

Introduction

This is game 76 in play testing my ancient rules by replaying historical battles.   This current significant revision goes back to ABC version 2.5 from years ago (the one I played the most) It also combines the missile and melee table and units rout more easily than the original ABC. It is on a grid and still has reactions to enemy moves/combat results, so it solo friendly once again. I did away with disorder (so no markers on the table) and played about 20 games like that.  They were too fast!  So I made two changes: 1) every unit has 2 “hits” 2) a unit charged by a shock unit (mainly cavalry, and warbands Vs infantry) may be destroyed outright rather than hit. ABC is designed to finish in less than 30 minutes on a 2’x2’ or smaller table; currently using a 10x10 grid on 40cmx40cm table.

Battle of Ctesiphon, 363 AD

Battle of Julian’s invasion of Sassanian Persia fought outside the Persian capital.

Scenario source: Bill Banks Ancients.

Link(s):

Wikipedia: https://en.wikipedia.org/wiki/Battle_of_Ctesiphon_(363)

Troops

Romans, Julian

1 Leader

1 HC, Heavy Cavalry

1 MC, Medium Cavalry

1 LC, Light Cavalry

2 HI, Elite Heavy Infantry

1 LI, Light Infantry

1 BW, Bowmen

Breakpoint: 2

Sassanids, Merena

1 Leader

1 CAT, Cataphracts

1 ELE, Elephant

1 HC, Heavy Cavalry

1 LC, Light Cavalry

2 MI, Medium Infantry

1 BW, Bowmen

Breakpoint: 2.5

Deployment

Deployment, Romans on the left

Romans, Julian (left to right)

LC HC* LI HI+ HI+ BW MC

Sassanids, Merena (left to right)

EL BW KN* MI MI HC LC

* = leader; + = elite

Game

Julian advances obliquely with the centre infantry advancing and the left flank also advancing.  The Persian Heavy Cavalry opposing Julian charges Julian (Heavy Cavalry must do a mandatory change if enemy in range).  The Persian Heavy Cavalry is depleted and in the next round of combat they rout.  Julian advances into the vacated spot.

Julian forces opposing cavalry to charge

The Persian advance their centre and left flank.

Persians advance

The Roman right flank is weak and so continues to hold back.  The Roman infantry is slightly worse than the Cataphracts but otherwise they could take on any other Persian unit. The Roman’s split their centre infantry with the leftmost one advancing to attack the weak Persian infantry.  The rightmost stands to receive the charge of the Cataphracts in a later turn.

Julian and his heavy cavalry attack the Persian infantry but the latter stand fast and the Roman Heavy Cavalry is depleted.

Julian attacking the Persian infantry

The Persian cataphracts charge into the elite Roman heavy infantry.  The cataphracts are slightly better and plough right through the Romans (roll a 6).  The Persian left flank continues to advance.

Persian cataphracts attacking the Roman infantry

The remaining Roman heavy infantry charges the Persian infantry but they remain locked in melee. Julian’s Heavy Cavalry routs their opposing Persian infantry and advances into the other Persian infantry. Amazingly the Persian infantry survives its round of melee (rolled a 6).

Persian infantry attacked from two sides

The Cataphracts attack the Roman bowmen (the bowmen can turn to face) that shoot and force the Cataphracts to stand off (i.e. no melee).

Bowmen Vs the Cataphracts in a standoff

The Persian left flank advances.  The Persian bowmen are in range of the roman bowmen that turn to face the Persians (the Roman bowmen are not in melee with the cataphracts so turn to face the missiles).  Mutual shooting occurs that see the Persian bowmen depleted.  Next turn the Roman bowmen are depleted by shooting.

Bowmen shooting at each other

The Roman light infantry advance to the Persian bowmen and the latter turn to face.  Mutual missiles fly and the already depleted Persian bowmen are routed.

Roman light infantry about to rout the Persian bows

The Roman heavy infantry take out the medium infantry.

Persian medium infantry routed

The Persians have only two non-light units left and flee.  The Romans have won!

End

Verdict

The Persian need to be aggressive on their left flank to win.  I think they should have withdrawn the centre so it would last an extra turn and give the left flank a chance to break the army.

A great outing for the 2 hits variation.  I do like that the game lasts longer.  I feel there is a bit more tactics, or a least a more interesting narrative from the longer game.  It is not much longer in time to play.  For now, this version of rules gets a big tick.  Of course, I said that about the last few versions as well 😊  At least I am still happy with using 1d6 for all resolutions that has been there since the beginning!

Sunday, 4 January 2026

Battle of Argentoratum, 357 AD using Ancients Battlelines Clash

Introduction

This is game 75 in play testing my ancient rules by replaying historical battles.  My last few games was using a revision of my own Ancient Battlelines Clash rules and I do like them.  This current significant revision goes back to ABC version 2.5 from years ago (the one I played the most) and does away with disorder, so no markers on the table.  It also combines the missile and melee table and units rout more easily than the original ABC. It is on a grid and still has reactions to enemy moves/combat results, so it solo friendly once again. I have played this version about 10 times already with Chariot period armies and it has worked fine, just some minor tweaks and clarifications added. ABC is designed to finish in less than 30 minutes on a 2’x2’ or smaller table; currently using a 10x10 grid on 40cmx40cm table.

Battle of Argentoratum, 357 AD

Julian repels a Gothic barbarian invasion.

Scenario source: Bill Banks Ancients, Peter Sides Ancient Historical Battles Volume 1.

Link(s):

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

Troops

Julian (Rome)

*p


1 LDR, 1 KN (Cataphracts), 1 LC, 2 HI (Legions) with one elite, 2 MI (Auxilia) with 1 elite.

Breakpoint: 2.5

Chnodomar, Chief of the Allemani


1 LDR, 6WB (Warbands)

Breakpoint: 3

Scenario

Map: Open with a wood in Chnodomar right flank deployment zone (1/3 in from deployment edge) and 2BW wide.

Special rules: None.

Deployment


Julian (Rome): MI MI+ (1BW gap) HI+ HI (1BW gap) KN* LC

Chnodomar, Chief of the Allemani: WB (1BW gap) WB WB* WB WB (1BW gap) WB (in the woods).

BW=basewidth or 1 square

Game

The warbands advance, except the unit in the woods that was going a bit slow.  Julian responds by advancing centre and right flank.  The Auxilia at the woods also is being a bit slow (i.e. failed to activate).

First moves

The warbands continue to advance, except the unit in the woods that is still finding it slow going.  The Auxilia move right to protect the centre.  The Cataphracts charge the warband while the light cavalry also advances for support if required.  The Cataphracts, unsurprisingly, rout the warbands and advance.

The Cataphracts making short work of that flank

The warbands advance into the legions. One routs, the other is still in melee.  In the subsequent melee (in the Roman turn) the remaining Legions unit routs.

Warbands Vs Legions

Julian and his Cataphracts move to assist in the now collapsed centre.

Some warbands charge the Auxilia but they stand fast.

Warbands Vs Auxilia with the Cataphracts closing in

An Auxilia is subsequently destroyed and the Cataphracts hit the warbands, the latter routing

Cataphracts Vs a warband

The Romans have reached their breakpoint and flee the battle.  It was a close game.  Could have easily see defeat for the Goths.

End

Verdict

A short simple, straightforward game.  Fairly equal sides could easily see one or the other win.  In this case, history was not repeated.  I did play one more turn that saw another Roman unit routed, definitely a Goth win this time.  It took me a week to get around to playing this after setting it up (other things got priority).  It was fairly quick, I should have just played it earlier!  And no changes to the rules.