Saturday, 9 November 2013

Heraclea replay with Baron Wars (slightly modified) and rules overview

Introduction
I am replaying Heraclea with different ancient rulesets on a 2'x2' table looking for a fast play set (under one hour).   This is game 13. I came across reference to an AAR with Heritage's Warlord fantasy rules that sounded interesting. So I thought, why not use them for replaying Heraclea?  They have been republished by the author, Max Carr, as Baron Wars. They are available as a PDF for USD$6 from Barony Miniatures. (via the Catalog link)

This replay is a bit detailed to show how the rule mechanisms work, and if these are rules you may like.

Rules Overview
Baron Wars by Max Carr is a 16 page PDF.  It is based, and largely the same, as the author’s Warlord rules from the 1980s.  It is intended to play on a 6’x4’ table with individual 28mm figures (on .75” frontage).  All measurements are in inches and a single d6 is used for all the mechanisms with rolling low being good.

All units (leaders and troops) have a fighting value (1-5), armour value (1-4) and morale value (1-5).  Additionally, units may have a missile value (1-3), handheld throwing weapons value (1-2) and some optional attributes such as Warhorse and Long Reach (get to strike first in combat).  There is a point system based on these values and attributes.  There are some examples of leaders and figures but no army lists.

Leaders are similar to figures and treated the same in combat.  However, leaders also have a control radius (average leader control radius is 6”).  Being outside of a leader command radius gives use a -1 to a morale check.  If a leader dies, all figures within 6” need to take a morale check.  An optional rules increases the requirements of leaders as units are very limited by what they can do if outside a leader’s command radius.

Turn sequence is:
  • Roll for initiative.
  • Movement -  highest roll moves all units first, then the other player.
  • Missile fire – firing is simultaneous.
  • Combat – units in contact fight, also simultaneous.

A figure can move in any direction. Movement is fairly well covered with rules for hills, obstacles. charging, and moving and firing.  Movement rate is quite long based on armour value. An example is an infantry figure with an armor value of 2-3 may move 10” with a charge bonus of +5”; cavalry with armor value 2-3 moves 14” with a charge bonus of +7”. Fast.

Missile fire is simple – roll your missile value of under to hit a target.  Target may save by rolling their armour value or under.  Bow range is 18”, handheld weapons are 6”.  Handheld weapons are thrown are figures charge into combat. Missile fire may be indirect over obstacles. Missile fire is done at all eligible targets before firing at a target a second time (to stop ganging up on a target figure).

Combat is resolved simultaneously between individual figures.  Roll equal to or under fighting value to hit.  Defender rolled equal to or under armour value to save. Both figures may be casualties.  Winner may move into loser’s space.  Charging cavalry may perform a breakthrough movement of up to 6” to fight another figure.  Multiple figure combats are possible if you have figures on you flank and rear. In this case, all attacking figures have their combat value increased by 1 for each extra figure attacking.

Morale is checked when attacked by a fearsome creature, infantry charged by cavalry, being close to a leader that dies and if a nearby figure rolls an unmodified 6 on the armor save throw (gruesome death!).  To pass the morale check a figure rolls equal to or under their morale value.  If a figure fails the morale check they rout which is a charge move to their rear. Routing figure may not fire and if contacted by the enemy they are captured/killed. At the start of a turn and if within 6” of a leader, routing units may attempt to rally by rolling under their morale value. If they fail this check, they charge move to the rear again.

There is a page of optional rules such as a hit in combat that is saved pushes you back, shieldwalls and speeding up the game by doing 3 combat phases per game turn.

There is also a free fantasy rules PDF add-on adopted from the Warlord "blue cover" book. I have not used the fantasy rules so the following is a brief description of the contents.  Points are included for everything in the expansion.  It mandates an additional hero/creature attribute Constitution (2-4) that allows for a  bonus saving throw.  Constitution was an optional rule in the basic rules. It also contains creatures that have different characteristics to normal figures - different movement rates, 1.5" bases, multiple attacks, and different attack types (fire, ice, gas). Creatures may also have additional attributes such as flying, lightening, jumping and mind control.  Any figure may be classed as a wizard and have a magical attribute (1-4). Spells are cast once per turn in movement or missile phase.  There are 11 spells to choose from and each has a point value.

My changes for the replay

Baron Wars is designed for 28mm figures on .75" (19mm) with distance measurements in inches and, although not explicit, figures would be formed into units. I am playing with 15mm DBM based units (40mm wide) and I will halve distance measures.  I started with measuring the distances in centimetres but felt it was just a bit too too small so moved to the halving. The units will be a lot wider than they should be.

I will also add in a modifier for the morale test that have two adjacent bases adds +1 to your morale value. (To assist with forcing bases to stay aligned - in the rules you can gang up on a figure by attacking it from different sides. So units of 10 or more make sense to protect units except those on the edge.  I am not using as many "figures" so need a reason.)

While in the examples in the rules, leaders all had an FV of 5, I will simply have leaders add +1 to the FV.  Just easier for me to keep track this way.

Last note, I played that if any base of a group was in command range of the general, the whole group was in command.  This was handy as the command ranges are quite small.

Troops
Romans
4 Leves: FV: 1, AV: 1, MV: 3, MissV: 2, Hand Held Weapons
4 Hastati/Principes: FV: 4, AV: 3, MV: 3, MissV: 1, Hand Held Weapons, Shield
2 Triarii: FV: 4, AV: 3, MV: 4, Long Reach, Shield
1 Light Infantry: FV: 2, AV: 1, MV: 3, MissV: 2, Hand Held Weapons, Shield
2 Heavy Cavalry: FV: 3, AV: 3, MV: 3, Shield
1 Light Cavalry: FV: 2, AV: 1, MV: 3, MissV: 2, Hand Held Weapons, Shield
1 Average leader (3" command range)
 
Epirot
1 Hypaspist: FV: 4, AV: 3, MV: 4, Long Reach
3 Pikemen: FV: 4, AV: 3, MV: 3, Long Reach
1 Hoplite: FV: 4, AV: 3, MV: 3, Long Reach, Shield
1 Light Infantry: FV: 2, AV: 1, MV: 3, MissV: 2, Hand Held Weapons, Shield
1 Skirmisher: FV: 1, AV: 1, MV: 3, MissV: 2, Bow
1 Slingers: FV: 1, AV: 1, MV: 3, MissV: 2, Sling
1 Agema: FV: 4, AV: 4, MV: 4, Shield
1 Light cavalry: FV: 2, AV: 1, MV: 3, MissV: 2, Hand Held Weapons, Shield
1 Elephant: FV: 4, AV: 4, MV: 3, Fear Vs Cavalry
1 Excellent leader (4.5" command range)

Notes:
FV = Fighting Value
AV = Armor Value
MV = Morale Value
MissV = Missile Value
In Baron Wars, Shields add +1 to Armor value from front and left side attacks.

Deployment
Similar to other games following my standard deployment 

Epirot to the left, Romans on the right.

Turn 1
Normally, both sides roll to see who has initiative.  Instead, As per other replays, I will give the Romans the initiative on the first turn.

Movement
Already I can see I have hampered both sides by using only one leader. I guessed this might be the case but I am hoping it does constrain the degree of freedom on actions. (Note in hindsight - it did). The Roman commander only has a 3" command range.  Any unit outside that range moves at half speed and cannot initiate combat.  So the Leves are just out of range of the general at the rear.   The general is attached to the unit permanently for the game.  The general is a unit in its own right - I have just put the general figure behind the unit representing the general.

Leves move 1/2 speed (3") forwards.  They are outside command range and so move 1/2 speed. All units bar the heavy cavalry move forwards. 

Agema and elephant are with the general and move their full distance.  The two Epirot skirmishers move 1/2 their possible distance (that was 1/2 to start with as they were out of range of Pyrrhus) so they can missile fire (units that 1/2 move can fire).  All other Epirot bases moved as far as they were able.

Missile fire
Bows/slings need a 1 to hit.  Missed.

Overview at end of turn 1

Turn 2
Initiative is opposed d6 roll, reroll ties. Pyrrhus wins initiative.

Movement
Agema and elephant charge into the roman heavy cavalry.  I am going to line up the bases as it makes it easier to figure out who is fighting who. Elephants cause a morale check on the Roman Heavy Cavalry (Morale value 3 +1 for adjacent unit - the adjacent unit bonus is my special rule) but heavy cavalry pass.

Roman battleline advances (at half rate so Leves can fire) and Triarii turn to the left in anticipation of being required to defend the left flank.

Missile
Missile fire is simultaneous.
No hits for either side.

Combat
Combat is simultaneous.
Agema (FV 5 due to leader) Vs Roman Heavy cavalry (FV 3).  Agema hits, Romans miss.  Roman has an armour value of 3 +1 for shield= 4. Rolls a 4 so saves the hit.  I am using the optional rules that if one side scores a hit and one does not, the loser retreats 1" , winner follows up and another round of combat.  For the next round, Agema hits but Roman cavalry saves;  Romans hits as well, but Agema saves. 
Elephant (FV 4) Vs  Roman Heavy cavalry (FV 3). Both hit.  Both save.
I can see there will be a lot more dice rolling than I thought there would be.  By the time of the elephant combat I am rolling 4 dice at once - one for each side hitting, and then other dice for the save (if I need to look at them).  Nothing like saving time!


Agema and elephant in combat with the Roman heavy cavalry.

Turn 3
Romans win initiative.

Movement
To move into combat requires you to be within command range.  Luckily the Leves group is just within that (3 inches). They charge into combat with the skirmishers. The Hastati move in behind them.  Triarii move a bit closer to the Elephant but maintains the Hastati within command range of the Triarii general.

Missile fire
The Two Leves not facing the Epirot skirmishers fire at the Pike battleline. Miss.

Melee
Agema Vs Roman Heavy Cavalry: both miss.
Elephant Vs Roman Heavy Cavalry: Both hit but the Roman cavalry fails to save and is destroyed.   Elephant moves into vacated spot. Note moving into the vacated a spot is optional but I did it as it does not hurt.

2 Leves Vs 2 Epirot Skirmsihers, all FV 1 and AV 1 - this may take awhile! Bizarrely one of the Epirot Skirmisher bases hits a Leves that saves but is pushed back; the subsequent combat sees the Skirmisher hit the Leves again, only for the Leves to save that hit again and be pushed back.


The skirmishers in combat.


Turn 4
Romans win initiative and have a cunning plan for the skirmishers.

Movement
There is 1 ) no turning restrictions in the rules (like DBx) 2) there is a bonus for ganging up on a base 3) the pikes are too far away from Pyrrhus to be ordered into combat.  These three things mean that the Leves and Hastati can gang up on the Skirmishers without fear of an attack by the pikes.  Note there is a 1" (1/2" in my shrunken movement rates) zone of control in the rules where if you move into it, you must contact the figure.  So I could not go crazy by moving them all in front of the pike.  But I managed to get a few  on each Epirot skirmisher.


The swirling mass that is surrounding the Epirot Skirmishers.


One Triarii charges the elephant in the flank, elephant turns to face. Turning to face is in the rules.

No movement on the Epirot side.

Missile
None

Combat
Hastati with two helpers on the Skirmisher (Hastati is on the flank but it has the best fighting value so I am using that, each helper adds +1 to the fighting value total): Hastati miss (rolled a 6).  While not explicit, it seems that the maximum hit is a 5, and attack values of 6 or more are done at 5 and reduce the armour value of the defender instead of having an automatic hit on a 6 (or at least in the optional rules it has this).  Skirmishers hit (on a 1)! and the Hastati (armour of 3 +1 for shield) do not save and are destroyed.
Note: Pila can normally be thrown if the Hastati charged in, but charging is in a straight line and they did not do this.

2 Leves on one skirmisher: both miss.

Agema Vs Roman Heavy Cavalry: both hit, but Roman Heavy cavalry does not save and is gone.
Triarii (FV4) Vs Elephant (FV4):  Elephant hits but Triarii save.  Triarii miss. Triarii retreat as were hit, Elephant hits again but Triarii save.

Overview at end of turn 4

Turn 5
Romans win initiative again.

Movement
Romans move another Hastati to the flank of the Skirmishers.  The Triarii general charges the flank of the elephant, the Agema then charge the flank of the Triarii. Triarii perform a morale check for infantry charged by cavalry and pass.

The two Triarii in combat with the elephant and Agema.

Missile
No missile fire

Combat
The side with the initiative gets to choose combats so Triarii Vs elephant first

Triarii (FV4) Vs Elephant (FV4): both miss
Triarii general (FV 5) Vs Agema general (FV 5): Triarii has a long reach weapon so goes first - hits but Agema saves. Agema hits and Triarii fails (Armour value 3 +1 for shield ).=4 but rolled a 5).  Oops.  Every base within 6" needs to check morale - only the other Triarii is in range and they pass.


Hastati with two helpers on the Skirmisher: Hastati hits and Skirmisher does not save and is routed; Skirmisher misses.

2 Leves on one skirmisher: both miss.

End of turn 5.

Turn 6
Romans win initiative

Movement
The Romans line up the Hastati in anticipation of combat soon.

Agema move against the Triarii.

Missile
2 Leves can fire at the pikes.  Miss

Combat
2 Leves Vs one skirmisher.  Hits and the skirmisher doe snot save.  Destroyed!  At last, the Romans destroy a second skirmisher.

Triarii Vs elephant and Agema: Triarii hits and Elephant saves.  Agema is attacking back as it has the higher Fighting value (5), adding one to it because of the Elephant reduces the Armour value of the Triarri by 1; Agema hit, Triarii rolls a 2 and fails to save and destroyed.

I call the game over as the Romans have no leader and they only have 3 legionaries compared to an elephant, Agema and all the pike block.

End of game

Verdict
Interesting rules.  They did not play how I thought they might.  High fighting values and armour saves means combat goes on longer than I expected.  This is a good thing.  The way the leaders worked and the restrictions on troops not in command is great.  Low fighting values and armour values (as per the skirmishers) means those combats went for awhile until someone rolled a 1 to hit.  It definitely would play better with more figures.  I did like the simplicity of the rule mechanisms that nicely meshed together.   I am not sure Baron Wars is suited to Ancients (it was never intended to!) but with a couple of extra rules around skirmishers (e.g. morale check after combat) it would have worked for this replay.  A fun game.

Sunday, 20 October 2013

Gaming on a Cruise, including Mighty Armies AAR

The Short Story

So I end up going on a cruise with the family. So what do I do - I take some figures to get a game in.  It gets better as the other families I am going with all have gamer dads. Yes, we gamed.  It included:



The Pacific Dawn off Lifou in New Caledonia - it was tough!

The Longer Story
Background
So a female friend of a friend organises to go on a 7 night cruise on the Pacific Dawn to New Caledonia and Vanuatu (from Brisbane were we live) and keen to get others to go.  My wife's best friend decides to go as well so naturally we booked to go as well.  All up there was 31 of us - about 16 children from 5 to 10 years old and 15 adults.  All the dads ( the 6 male adults) that went are gamers of one form or another.  It just turned out that way - some of us had never met, some were acquaintances etc. Most of us had never gamed against one another. We had fantasy role players, War Machiners, boardgamers, ex-WK40K's and me, the historical miniature gamer (although I have a large boardgame past).

We all brought something (although again, none of us actually worked anything out before or even talked about it).  This post is mostly my point of views of the games I played.

The miniature rules
I knew if I took minis then there would be at least one person to play - the guy I play Armati against about once a year was going.  I did take along the Armati rules - just a cheat cheat, I know the rules fairly well I was not going to cart all the rules.  But in case others wanted to play, I tarted up my one-page Mighty Armies Ancients rules.  Simple and yet great fun.  The tarting was upgrading the unit combat values in line with Mighty Armies 2nd edition and modifying a couple of the rules to be in line with the 2nd edition.  I also made sure that just about every rule was covered, or at least had a reference to it to jog my memory,  on the one page. It also had a couple of my tweaks included. I only have the MA and MAA PDFs and did not want to print out all the rules, short as that may have been.


The one page Mighty Armies ancients rules reference.
Note that I was planning to run either or both Intro Armati on 2'x2' (core + 50 points) and Mighty Armies Ancients with 40AP on 2'x2'.

The minis
I was hoping to use a document box to store a couple of armies, the rules, a felt mat and dice etc.  I bought some foam to layer in the box to shock proof the minis

What I had to put together - document box, some foam green felt and a bunch of small terrain pieces.

It turned out that once I put the two layers of 20mm foam with miniatures between them there was enough room for the 2'x2' felt mat and a few pieces of paper.  So I got a small plastic container and put the terrain, dice, rules etc into that.

Things that were more tedious than I thought: 
1. I had picked up a green throw rug from IKEA a few years ago as you can never have enough terrain mats!  I had no used it, so I would just cut out a 2'x2' square.  Felt does not cut as easy as I thought - it stretches a lot.  Next time I would just go with green cotton, although now I have the felt mat, it does have a bit of weight to it which was good.

2. I selected about 40 15mm DBx bases that could form an army of Greeks, Macedonians and early and Late Achemenid Persians.  Making the indents in the foam was more tedious than I thought.  I used scissors and fingers to rip the holes.  I thought it would be easier, but with hindsight it was always going to take a while.

Anyway, everything packed in fine, and there was no damage at all.

How it packed together - document box with figures on right and small plastic container for everything else.
I also packed Family business and Naval War is they were staple games I played in the 80s while wait for people to arrive for games.  I have no played either since about 1990.

The gaming setup
It was a 7 night cruise and 3 days of those was on islands.  The best time we found for gaming tended to be mid to later afternoon - that was when there seemed to be a gap in activities of interest (playing games after Martini Masters may not have been the best idea).  The other time was evening after the main show finished - about 9:00 onwards.  to be fair, we did socalise at this time as well and I think only gamed two nights.  Games longer than 1.5 hours were a struggle.  With so much on, 1/5 hours was about the longest break we got!

Since day one we seemed to have drifted to a standard spot on the promenade deck.  We had smooth sailing the whole trip and the place we staked out was out of any wind.  It was a place all of us knew we could go any there would be someone from our party there.  The tables were a good size - nearly 3 feet round glass tables.

Munchkin and Super Munchkin
I had actually not played either of these.  They form an excellent narrative and I found Super Munchkin (I only played one game of this) fun but long.  These were played in the first few days of the cruise but finishing a game proved difficult for the guys and the only time one was finished was when they started with level 5 heroes.  The "real gaming" started on the 2.5 days on the journey back from Port Vila.

Super Munchkin in action on the promenade deck.
 Star Wars: X-Wing
One of the guys had packed the Star Wars: X-Wing starter set.  I had three games of this - once as each tie fighter and once as Luke.   This game fit perfectly on the round table.  It was loads of fun.  I had played Wings of War about 8 years ago and had a blast with that but I like Star Wars: X-Wing just as much, if not more.  As soon as I came back I scoured the internet looking for the cheapest place to get it but have so far resisted.  I know I am going to break down and get it, the question is just how long!  Christmas is looking like a good excuse....

Family Business
Only one other person was familiar with this game but all that played it wanted to play it again.  It was as good as I remember it.  Fast, full of light hearted revenge and banter-driven.  What more can someone ask for.  I originally had the first edition which had a lot of information on the cards so you never had to refer to the rules.  I lost it and picked up a second edition which is not so good as it just has the heading.  I am tempted to write the description of the cards on the cards - it really makes the game go faster.

Family business in action on the promenade deck (different day to Super Munchkin)

Mighty Armies Ancients
We got in one game.  I had not bothered to write up army lists but had worked out AP points for the various units.  so I just selected what seemed like 40AP of Greeks and Early Achemenid Persians.  From memory the army lists were something like this:

Greeks:
7 Hoplites, phalanx (extra +1 if front and back row is phalanx) and fearless (no drive back)
2 Peltasts
2 Skirmishers
3 Heavy Cavalry

Persians:
1 Immortals
4 Sparabara
2 Heavy Cavalry, with bows
2 Light cavalry, with bows
2 Light Infantry

We played 2 a side but did not split the sides.  I think by the second move everyone had figured out the rules.  I briefly explained the rules and said "I may have left something out, but it will only come to me if it is to my advantage and I can say 'actually, you can't do that'".  So, on about turn 4, they bowfire (shooting I) at the general with a number of troops and I then remember a rule and say "actually, the general has 6 combat value so you cannot actually cause any damage.  I did say that I may remember some rules if they are to my advantage!"

A good move by the Persians sees the Horse archer move to the centre of the field to escape some hoplites on that flank.  On the other flank the pride of the Greek cavalry charged directly ahead into the Immortals and Sparabara.  Two were lost to bowfire, and the other died in the resulting melee. 

The game after about 3 turns.  The greek cavalry on the lower right was wiped out for no losses to the Persians
Meanwhile, the Greek smaller hoplite group and peltasts ganged up on the Persian cavalry and it was lost.  The horse archers tried to rescue them, but they were also lost.  The main battle was set between the main Hoplite unit and the Sparabara unit.  It was very close, one unit dying per turn until finally the Greek general, last base standing, was destroyed.

A bit later on.  The Persian cavalry to the top right was wiped out.  The main battle units clashed in the centre.

Playing the game was so much fun, everyone wanted to play until one side was eliminated.  The Greeks lost, but there was only about 3 Persians left on the table!  The whole game from unpacking, explaining the rules and playing until one side was gone was 1 hour.

One side had lots of bows, and the other side had none.  I used the shooting rules as it was in the rules.  It helped that all the bow-armed units were only Shooting-I.

Other games
3 people tried Naval War but it does not work well with 3, as they found out when the Destroyer squadron turned up early, they could not get rid of it and one player was out on turn 3!
2or 3 people tried out King of Tokyo - from all reports a fun game.
There were a number of games of Sequence going during the cruise.  I did play one game.  You have to think all the time so it is very quiet - not much room for banter.
Strangely no Eurogames.  Which is not a bad thing as I am not really a fan of them!

Verdict
A hoot!  I go more gaming in on the cruise than I have in the last few years.  And a wide range of games too. I was not the most prolific gamer in the group but gave it a good go - some stayed up a few nights to play.  If you ever get to go on a cruise with some gaming mates, you need games that take about 1 hour, and do not take up that much room.  And you can easily play miniatures.  I think if we had got in a game of Mighty Armies at the start, we may have got in another couple games later on.  No matter though as there was plenty of gaming choice available and we all had a great time, both gaming and non-gaming.

Monday, 16 September 2013

Battle of Sentinum 295BC using Ancient Battlelines Clash

Introduction
This is game 17 in playtesting my ancient rules by replaying historical battles. Previous games used my rules called Ancient Warrior  Battles.  The latest version is on its own blog page. I am playtesting the rules by replaying all the Peter Sides scenarios from his Historical Battles books.  ABC is designed to finish in under an hour on 2'x2' tables.

Battle of Sentinum
It is the third Samnite war and the Samnites gather allies to defeat Rome.  The Romans manage to draw away some of the enemy troops and are left facing the Samnites and the Gauls.

Here is a link of interest that I used to create the scenario:

Wikipedia article

Troops
Romans
Roman and allies - Romans infantry are the two deployed 4 units deep

2 Legionaries, HI, protection 0, line relief
2 Spear, HI, protection 0, phalanx, line relief
2 Spear, HI, protection 0, phalanx, fortitude +1, line relief
2 Skirmishers, SI, javelins
3 Heavy Cavalry, HC

10 Latin Ally troops, LI
4 Latin Ally Skirmishers, SI, slings
1 General, +1 command ability

Breakpoint:14

Samnites and Allies
Gauls on the left, Samnites to the right.

Samnites
10 Spearmen, LI, fortitude +1
1 Heavy Cavalry, HC
1 General

Gauls
8 Warbands, LI, impetuous
3 Skirmisher, SI, javelins
1 Heavy Cavalry, HC
2 Chariots, MCH
1 subgeneral

1 Samnite Camp

Breakpoint: 13

Each general can only command their own troops.  

I do not have any of the Samnites as models so are represented by various Late Roman Auxilia. 

There are a lot of troops for a small board!

Deployment
Deployment:

An overview of deployment - Gauls and Samnites (with camp to the rear) on the left

The Game
Romans move first.  Not sure they will do so well against the Gauls, but they better chance against the Samnites so advance on the right and only slightly on the left.

The Romans right advances

The Gallic warband group

Gallic cavalry and Roman cavalry locked in melee on Roman left.  The warband group advances, as does the Samnites. Note the warbands are now split into two waves.  This is due to an echelon rule where, for a warband, a unit in a rear rank behind a retreating front unit will be disordered and will need to move into the vacant space, and will not get a charge bonus.  But if separated, the warband unit will still be disordered, but will be able to charge in with the charge bonus.   If the separation is more than 6cm, then the warbands will not be interpenetrated by the retreating front line (retreat distance of 6cm for light infantry warbands).

Samnites charge and ensuing melee sees a Latin ally routed.

The Roman right from the Roman side.  Cavalry in melee on the right and the Roman allies in centre not doing so well (green markers are disordered markers).  One lot of Romans in 4 lines can be seen on the far left.

There is a cunning plan for the Gauls on the Roman left - the cavalry melee with the Romans has the Romans at a +1 advantage due to be supported.  Gauls do have a general, the Romans have the command marker (a +1).

Roman cavalry on the lower left in combat with the Gallic cavalry.  The gallic chariots are in reserve,ready to pounce.  And to the right can be seen the advancing warbands.

During the Gallic turn, the Gallic general is moved to the chariots.  It is hoped the cavalry will be defeated and then rout.  The Roman cavalry will likely pursue into proximity range of the Gallic chariots, who will likely charge.  The chariots will be at an advantage as they are not disordered and also will be supported while the Romans no longer will be.  It worked just as planned. And the command marker is captured.  A command marker is deployed for the +1 command ability, and is not a general, so while is does not count towards the breakpoint, it does reflect a loss of the marker and so won't be on the table any more.

The Roman Cavalry in melee with the Gallic chariots, just before the cavalry routs.

Warbands charge in.  A lucky 6 sees a Hastati unit retreat though the other "ranks" (ranks here representing the Romans lines).  As they all have the line relief ability,  interpenetration has no effect.

The Roman lines in melee with the warbands.

Note the rear line of warbands is 6cm behind the first. An unlucky retreat roll (a 6) will see the retreat distance become 8cm and then interpenetration will have an effect.  Will take the chance.

Samnites move into close combat.  Mostly disorders and so locked in melee.

On the Roman right, the Romans are doing OK against the Samnites.

Over next turn or two, a Latin ally unit and a warband is lost. Line relief is working well for the Romans.

The second Roman heavy cavalry in reserve manages to make it around the flank to hopefully cause havoc in the rear.
The Roman reserve cavalry heading for the Samnite camp.  The game ended before they had a chance to do some looting.
Some Samnites units in the centre failed orders rolls for a number of turns and so were unable to clear the centre of the one lone Latin ally that was defending it.

Facing the lone Latin ally at the bottom centre are 4 Samnite units that just did not follow up the opportunity to attack (failed order rolls).

Another turn on both sides sees the Roman centre finally fall.  Importantly, the Gallic general and a warband charges into a disordered legionary unit and routs it.  The Roman reaches their breakpoint and so have lost.

A very happy Gallic general with warband.



The Gallic chariots were in the process of turning to reenter the battle.


End game.  Remaining Roman units are circled in red.  Not that many.

Verdict
I really like this scenario - Romans, warbands, stacks of light infantry (medium infantry in some rules) and an interesting setup.  The rules work as I expected them to, always a good thing.  There was a lot of troops - about double what I would recommend for a game with my rules.  I am still not sure whether the Samnites should be poor heavy infantry or good light infantry.  Sticking with the latter for now.  The Medium Chariot troop type worked well for the Gallic chariots.

I have been looking for a scenario to test other rules with as I am close to being over the Battle of Heraclea.  I was thinking one with warbands if there was one I liked.  Bibracte looked good, but Sentinum could be a contender if I cut down the number of bases by about 50%. Sentinum has more troop types in it!

Side note on Imperator
Lastly, I have been busy since having received Bill Bank's Imperator boardgame.  I love how this game may work.  This may change once I play it :-)  I have spent the last week madly doing up a spreadsheet to take a lot of the tedious bits out - events, random provinces, ownership of provinces etc.  Hopefully I will start to play a game soon and replay the battles using my rules.  I will try out the first scenario which is Middle-Eastern in 1700BC.  Back to chariots!  I will still be replaying the Peter Sides scenarios and also doing some other battles on the side to test out the rules. All part of the plan to have a lot of the playtesting done by early next year so I can get back to testing out other rules - the original aim of the blog!

Wednesday, 4 September 2013

Battle of Caudine Forks 321BC using Ancient Battlelines Clash

Introduction
This is game 16 in playtesting my ancient rules by replaying historical battles. Previous games used my rules called Ancient Warrior  Battles.  The latest version is on its own blog page. I am playtesting the rules by replaying all the Peter Sides scenarios from his Historical Battles books.  ABC is designed to finish in under an hour on 2'x2' tables.

Battle of Caudine Forks
During the second Samnite War, the Samnites managed to trap a Roman army in a defile.  Eventually they let the Romans go.  So this scenario is creating what happened if a battle actually occurred.

Here is a link of interest that I used to create the scenario:

Wikipedia article

Changes to the Peter Sides scenario
I reduced the Romans to a single line of spears (in DBx, Spears benefit from a rear rank but my rules the rear rank bonus is included in a single unit of troops). Note that if I was replaying it, I would give the Romans two ranks of spears using my rules.  Otherwise the odds are very much against them - the two ranks would give them a bit more of a change.   I also reduced the forces by about 1/3 to account for me shrinking the table size from 36" to 24" wide.

Troops
Romans

5 Legionaries, HI, phalanx
2 Latin Allies, LI, fortitude +1
1 Heavy Cavalry, HC
6 Skirmisher, SI, slings
1 General
 
Breakpoint: 8


Note that the scenario had Tullian Romans with all Legionnaires as Spears, so I have used that.

Samnites

18 Samnites, LI, fortitude +1
2 Heavy Cavalry, HC
1 General

Samnite Allies (behind the barricade)
1 Spearmen, HI, phalanx
1 Heavy Cavalry, HC
2 Skirmisher, SI, bows
1 General
Breakpoint:13

I do not have any of the Latins and Samnites as models. And I definitely do not have 18 of anything that could stand it for them.  So the Samnites use various Late Roman Auxilia and others.

Deployment
Deployment:
Romans in the centre with Samnites Light Infantry on the hills and facing a small force behind the barricade to the top of the picture.
The GameSamnites move first and charge down the hill to the Romans.

From the roman side - Samnites charge down the hill into the sides of the roman line.


It will be frontal attacks and not flank attacks (although it may look like it).  For a flank attack the attacking unit must be at 90 degrees or more to the rear side of the defending unit. 

The Samnites force the Latin Allies on each flank to retreat but stop against the Legionary phalanx.  A lucky 6 on the left side of the ravine see a Legionary disordered but not the attacking Samnite unit (who is with the general). Some Roman skirmishers are also cleared. Note that a group of units, when moving, does not have to maintain the front line - some units can move a little further than others, so long as sides are still touching.

The Roman right flank after combat


...and the Roman left.

Roman turn went badly as expected.  Heavy Infantry can only wheel or move, if they do both they are disordered, very bad for a phalanx.  Best hope is to advance slightly in an inverted U to ensure any attacks will be on the front.  Unfortunately they will count as unsupported, but the phalanx CV of 5 will offset this a bit.  I must admit, the fact that the Samnite have a unit to the rear means even when they advance or pursue due to action test, that they still count as supported is good for them (unsupported is a -1 modifier to just about any test, including combat)  And a roll of a 1 saw the Legionary Vs the Samnite generals rout.

Legionary units form a U shape in the centre.  Will not count as supported but gives them a good chance of protecting the front, and next move bringing the fight to the enemy (except the game ended before then!)

Samnite turn goes well and and at the end of their turn the Roman breakpoint is reached.  Not surprising.  Overwhelming numbers and no room for Roman manoeuvre.  The Samnite tactic was to throw themselves at the Romans this turn.  Light Infantry +1 fortitude is a CV (Combat Value) of 3 Vs Phalanx with a CV of 5 -1 for unsupported is 4.  If the Samnite can cause a disorder, and they will on a roll of 3 or more, then the Phalanx CV will drop to 1 so the turn after they will be at a big disadvantage.  They managed to attack some legionary unit a couple of times this turn and gt rid of another two.

Game end.  Roman cavalry at the bottom and a couple of Legionary units in the centre.


Verdict
Very fast (Samnite turn, Roman turn, Samnite turn) but a surprising amount of action went on.  And it was fun - mostly because of the unusual layout of the scenario.

Sunday, 1 September 2013

Battle of Veseris 340BC using Ancient Battelines Clash

Introduction
This is game 15 in playtesting my ancient rules. Previous games used my rules called Ancient Warrior  Battles.  The latest version is on its own blog page. I am playtesting the rules by replaying all the Peter Sides scenarios from his Historical Battles books.  ABC is designed to finish in under an hour on 2'x2' tables.

Note the Peter Sides scenario is titled Battle of Suessa but my search of the internet did not find it. I did find the exact same battle under the title Battle of Veseris. 

Battle of Veseris (or Vesuvius)

The first battle of the Latin War sees Romans move to Capua to engage with the Latin allies

Here are links of interest and that I used to create the scenario:

Wikipedia article
HistoryofWar article

Troops
Romans
The Romans in 4 lines.
2 Legionaries, HI, protection 0, fortitude +1, line relief
2 Spear, HI, protection 0, phalanx, fortitude +1, line relief
2 Spear, HI, protection 0, phalanx, fortitude -1, line relief
2 Heavy Cavalry, HC
4 Skirmisher, SI, slings
1 +1 General

Samnite allies in the rough.  On the right flank.
5 Samnite Infantry, LI, fortitude +1
1 Samnite Cavalry, HC
1 Samnite sub-general

Breakpoint: 12

Romans general can only command Romans, Samnites only the Samnites.

Latin Allies
Latins and Campani - facing the Romans

Latins and Campani
1 Legionaries, HI, protection 0, fortitude +1, line relief
2 Spear, HI, protection 0, phalanx, fortitude +1, line relief
2 Spear, HI, protection 0, phalanx, fortitude -1, line relief
1 Heavy Cavalry, HC
2 Skirmisher, SI, javelins
1 General

Aurunci and Sidicini in the rough.  Facing the Samnites.

Aurunci and Sidicini
6 Allied Infantry , LI
2 Skirmisher, SI, javelins
1 Heavy Cavalry, HC
1 Samnite sub-general

Breakpoint: 10

Each general can only command their own troops.  

I do not have any of the Latins and Samnites as models.  So the Latins use Republican Romans, but different figures the the Romans; and the Light Infantry are represented by various Late Roman Auxilia.

Deployment
Deployment:

Romans and allies to the left, Latins and allies to the right.  The brown is rough ground.

Romans are stronger than their Latin counterpart so that should be their focus.  The Aurunci and Sidicini are stronger that the Samnites on that flank so that will be their focus.

The Game
Romans advance, Aurunci and Sidicini advance.  Skirmishers are cleared in front of the heavy infantry while the light infantry get close in the bad going.

Latins  in the foreground advancing on the Romans.

The Aurunci and Sidicini in foreground about to contact the Samnites
Combat in the rough - a few retreats. And I have just realised I had forgotten that Light Infantry are 1/2 movement rate in the rough and should have been moving slower.  It does mean that close combat should have occurred two turns later than it has.

Combat in the rough - the Samnite have been forced to retreat a few units.
In a turnabout, the Cavalry-light infantry clash sees the Aurunci light infantry rout the cavalry unit (a 6 in the second round of melee after both disordered in the first round).

Aurunci light infantry in contact with Roman cavalry.  Both disordered.  The cavalry are subsequently routed.

The left most Latins charges the opposing Romans.


Latins (bottom in two lines with general)  in melee with Romans (in three lines)
Each "column" is fronted by a Legionaire unit (Heavy Infantry), a -1 fortitude phalanx in the middle and a +1 fortitude phalanx in the rear.  The Latins have a general.  All have line relief attribute that means interpretation has no effect, and a disordered unit can swap places with a ordered unit behind it.  The line relief rules worked really well and I am happy with them.  They worked really well to break a melee (normally a 1 or 6 will break a melee between equal unit, a 1 is bad for the attacker, a 6 is bad for the defender.  The line relief allows a fresh unit to perform the combat with a 5 or 6 now being bad for the defender.

So how did it actually play out: The front units were disordered.  In the Roman turn, the Legionnaire units swapped with the -1 phalanx that managed to rout the opposing Latin infantry.  Pursued into the -1 phalanx and subsequent close combat saw both disordered.  In the Latin turn, swapped out -1 fort phalanx for +1 fort phalanx and routs the opposing infantry, pursues into disordered HI  that routs. And then into +1 phalanx that also routs. The Latin General was key in getting the +2 in every combat.

Aurunci manage to rout a few more Samnites.

There are more Aurunci and Sidicini at the front than Samnites.  The latter are losing.


The legionaries melee described previously actually caused the Romans to reach their breakpoint.   I did play out the other legionary "column" but that did not have the swing to cause any routs and simply continued in melee. 

End game with Roman edge to the bottom.  The Latins have control of the Roman right flank and the Latin Allies are doing well in the rough too.

Verdict
I did like the way the line relief rules worked - I have tested them once before and it was good to see that they did work for three deep lines as well.  After this game I did have a deep thoughts about the power of generals (+2 is a excellent modifier for a single d6 roll and the average combat value is 3).  but I did a little bit of reading and researching and soul searching and left it at +2.  The general is not merely the general - it represents a focus point for command and combat across the entire army.  The Roman general should have moved to oppose the Samnite general to cancel out the +2 bonus.  I have done this in a few previous games and it make sense. It also matches Bill Banks Ancients (from which ABC derives some bits from) that had a similar concept to this.  I am good again.