Monday, 26 October 2026

Ancient battle reports on small grids to playtest my own rules, part 2

Introduction

Part 2 of developing some rules for 3x2 games (similar is scope to Dominion of the Spear but using my own rules), do a little playtesting.  Then quickly move on to modifying them for a 6x6 gridded table to then subsequently move to 10x10 grids and larger.  Hopefully to then get back to playing through the Peter Sides’ historical battle scenarios.

The playtesting stretched out over 10-ish battle reports. I have split it into logical parts. Part 1 has some 3x3 and the 6x6 gridded rules, This post sees a return to 3x2 battle reports and then back to 6x6.

Background

Part 1 has the aim and some earlier playtesting battle reports.


Game 4 - Allia River - back to 3x2 (so much for 10x10)

Game 3 was the Allia River on 6x6 grid and was a bit dull.  So I tried it with 3x2.  So rather than going from 6x6 to 10x10 as the original intent, I am back to the non-movement small grid.

Setup, Gauls on the left

Right flank Gallic chariots charge the Light Infantry, the melee is inconclusive and the Light Infantry remain.

Chariots charge the Light Infantry

The phalanx charges the warbands but remain locked in melee,

Phalanx and warbands in melee in the centre

The Chariots once again attempt to rout the Light Infantry but the missile force them back.

Second attempt for the Chariots Vs the Roman Light Infantry

The phalanx and warbands are still in an inconclusive melee.

Phalanx and warbands still in melee in the centre

The chariots again try to rout the Light infantry but the chariots are destroyed in melee.

Third time will be unlucky for the chariots

And the third round of melee between the warband and the Phalanx sees the Phalanx rout.

Third time for the Phalanx versus the warband

The warband that took the place of the chariots charges the light infantry but routs under the hail of missiles.

Warband Vs the Light Infantry

And another warband takes the place of the routed warbands.  They also charge the light infantry and are also routed under a hail of missiles!

Another warband Vs the Light Infantry

The remaining phalanx and the warband in the centre enter into melee.  The phalanx emerges victorious.  The Romans have won!

Remaining phalanx and warband in melee


End

Verdict

Lots more interesting. Mainly deciding on which sector to use, and seemed to generate a decent narrative.

But then I had an idea to use the 3x2 rules but use the combat table from the 6x6 rules with 2 hits = KO, with shock units (e.g. heavy cavalry Vs infantry) having a hit = KO.


Game 5 - Allia River (Revised forces; 3x2 but with 6x6 combat table with hits)

For this one, I revisited what was available on the internet on the battle and Roman reserves were on the hill.  I also forgot that in my rules it is only infantry that should benefit from being uphill.  Anyway, I changed the Roman force slightly, swapping out an LI for a MI and putting the MI on the hill. Gauls: 2xMC, 3xWB; Roman: 2xPX, 1xMC, 1xMI, 1 hill.  I also moved warband to the flanks with the chariots in the reserve (so the warband can charge the hill).

The Gallic Chariot is not missile armed much so I treat it as Medium Cavalry.

I also thought I should try out the 3x3 but with the 6x6 combat table that has 2 hits before a unit is destroyed.

Setup, Gauls on the left

The warbands charge the Allies (medium infantry) in the hill and receive a hit.

Warbands charging the infantry on the hill

The left flank Roman phalanx charges the opposing warband and receive a hit (this is me not knowing my own rules - should have been the phalanx destroyed as the warband are shock units).

Phalanx charges the warband in left flank action

The warbands continue their melee with the infantry defending the hill.  The warband are destroyed.

Warbands continue their melee on the hill

The centre Roman phalanx charges into the warband but they are locked in melee.

Centre phalanx Vs warband

The right warband in melee with the phalanx managed to overcome the phalanx in melee.

Warband Vs phalanx in right flank action

The Roman cavalry charge the successful warbands.  Combat values are equal but the cavalry get shock Vs the warbands.  The cavalry go through the warbands like a knife through butter.

Cavalry followup to charge the warband

The centre warbands try their luck continuing the melee against the phalanx. The leader managed to stop the phalanx from routing (this is from the rule that a leader in defence in melee will ignore the result on a modified die roll of a ‘5’).

General with the phalanx prevents them from routing in melee with the warband

The Phalanx continues to press against the wardbands and the warbands are decisively routed.

The phalanx recovers and routs the warband

The right flank Gallic chariots enter in melee with the Roman cavalry but the melee is inconclusive.

Chariots Vs cavalry

The centre phalanx flank attacks the Gallic chariot and the chariots rout!

Chariots flanked by the Roman phalanx

The Romans win!

End

Verdict

It was a good game. Just a bit longer.


I do like the simplicity of the 1d6 combat table with the result either destroyed or not, and not tracking hits. It matches the simplicity of the 3x2 grid. I do like the idea of hits but still not sure if it is worth it (after a few years of playing these small games). Lol.  I think I am coming around to 3x2 does not have hits; but larger grids with tactical movement do have hits.  The latter as the game is over too fast when units are destroyed or not. The only way I have figured out to slow down destruction without hits is with 2 dice (not happening in my rules) or with DBx type overlap rules.  With only 4-6 units a side and likely difference sized forces, I have found overlaps make the game very swingy.  I do have rules for 6 units a side, 1d6, DBA-ish with overlaps but I have moved on.

 

Game 6 - Allia River on 6x6 with the revised forces

So now to move back to 6x6 with the revised forces.

Setup

The Gauls advance the warbands into contact with the Romans.  One phalanx routs but the other inflicts a hit on a warband unit.

Battlelines clash

The Allied infantry on the hill cause a hit on the warband.  The Roman cavalry attack a warband and it is routed!

Roman cavalry Vs the warband

The Gallic chariots advance to assist the fast changing battleline, the phalanx still in melee with the warband.

Gallic chariots advance

The warband manages to overcome the allied infantry on the hill.

Warbands rout the infantry defending the hill

Pressure is brought to bear on the centre warband - attacked from the front and also a flank attack with the Roman cavalry.  The phalanx however routs.

The centre warband under attack from two sides

The Gauls have won!

End

Verdict

That was more interesting than the original forces on 6x6 grid.  A bit more of a narrative. 6x6 has less images too - the 3x2 has a image after every attack, while 6x6 is after every side has a turn with multiple attacks in a turn.


Game 7 - Allia River on 6x6 with the revised forces and less lethal combat table

I had a thought about the 6x6 combat table.  A destroyed result happens on a 6 or a 1.  If I convert it so a destroyed result happens on a 0- or a 7+ then it will be more like Bill Banks Ancients, my older versions of Ancient Battlelines Clash, DBA, and Armati (that actually has no quick kill between non-shock units).  But the game will take longer.  It does mean there may be more tactical decisions as units last longer..  Anyway, to playtest it I will replay the above game with this revised combat table:


0- Attacker destroyed

1 Attacker hit; chargers shot at still charge

2 Attacker hit; shot at charger retreat 1

3 if A > CV, A hit, else n/a or shot at charger retreat 1

4 if D > CV, D hit, else n/a or shot at charger retreat 1

5-6 Defender hit

7+ Defender Destroyed


(old table for reference):

1- Attacker destroyed

2 Attacker hit; shot at charger retreat 1

3 if A > CV, A hit, else n/a or shot at charger retreat 1

4 if D > CV, D hit, else n/a or shot at charger retreat 1

5 Defender hit

6+ Defender Destroyed


Setup

Gauls advance forwards into contact across the entire line.

Contact!

Roman cavalry is hit, the two Roman phalanxes are destroyed (the warbands both rolled 6’s that are hits but as the warbands are shock units the phalanxes are destroyed.  Very unlucky!).  But the warband attacking the Allies on the hill receive a hit (rolled a 1).  

Bad news - the Roman centre routs

The Gallic warbands turn to face the flanks and eliminate the allies on the hill.

End

Well, that was fast due to a few 6’s. 5 dice rolls to decide the game.


I played it again and it was a lot closer.  The Roman cavalry routed the Gallic Chariots and a Phalanx routed a warband in the centre.  The Gauls did win in the end though as the remaining phalanx was flank attacked by the other Gallic chariot.


Verdict

Not sure about the revised combat table.  It barely changed any combat outcomes in this game, although it did slow down a couple of combats. It did not help that the warbands were shock units so the majority of inflicted hits by them would be converted to destroyed anyway.  Needs more testing, and also with some missile units.  So the jury is out on the revised combat table. Will do more testing.


Interim Verdict

So firming up I seem to be fine with the no-hits 3x2 version and quite like the narrative.  I am also doing fine with the 6x6 games with 2 hits per unit, but still undecided on which combat table to use - the fast one or the one that takes longer and more like my older rules.  Rather than sort out combat table preference as a priority, I try out some games on different table sizes in the next and final part of this series.

Friday, 16 October 2026

Ancient battle reports on small grids to playtest my own rules, part 1

Introduction
I develop some rules for 3x2 games (similar is scope to Dominion of the Spear but using my own rules), do a little playtesting.  Then quickly move on to modifying them for a 6x6 gridded table for a subsequent move to 10x10 grids and larger.  Hopefully to then get back to playing through the Peter Sides’ historical battle scenarios.
This post was quite long and stretched out over 7+ battle reports (I am still going).  So I have split it into logical parts. This post is a few 3x2 and 6x6 gridded battle reports and playtesting notes.


Background

I have been here before on what to play and use. But this is different again :-)


The 3x2 Rules

The rules are a combination of my own Ancient Battlelines Clash recent rules and Dominion of the Spear (DotS).  They are not as nuanced as DotS as I use a one D6 for combat while DotS uses 2d6 (1d6 for each combat unit).  But in summary:

Generally setup like DotS.  Reserves are allocated to a zone and can move only to that or adjacent zone.

Basically each unit has a Combat Value (CV), normally 2 to 4.  Combat is resolved by rolling 1d6 + Attacker value - Defender Value.  Shooters do the same but CV is always 2 for shooting and ignore adverse results, and if shooting fails by a lot the defender charge into melee, else the defender does nothing.


The base combat table, and modifiers are

2- Attacker destroyed

3 if Attacker CV > Defender CV, Attacker destroyed, else nothing

4 if Defender CV > Attacker CV, Defender destroyed, else nothing

5+ Defender Destroyed 

+1 to CV if flank attacking, (+2 infantry Vs mounted), flanking attacking is combat with an  adjacent zone that also has a friendly unit there.


A unit attacked on gentle hill, or a unit with a general, ignores a modified ‘5’ result.

note only the attacker or defender can be destroyed, there is no mutual destruction.

A friendly unit will move sideways if there is no enemy in their zone, and the adjacent enemy unit has no friendly unit in that zone.

So I managed to get it down to 2 modifiers.  But I did cheat as some units have special CV values - e.g. warbands are 3CV, except 5CV vs mounted in melee, Elephants are 4CV, except 6CV Vs mounted.


Change Log

But here is the possibly slightly interesting bit to a couple of people.  I wrote the rules down, played a few games and every time I made a change, I logged the change.  A small insight into playtesting.


After a few playtests:

  • I had mounted CV one less than the equivalent infantry and a +1 Mounted Vs infantry. I increased Mounted CV by 1 and removed +1 Vs infantry. There were also a couple of unit specific modifiers removed. This did require an overall modifier to increase shooting to +1 Vs mounted (but this was removed in a second set of playtests - noted this below) and flank attack by infantry Vs  mounted to +2, rather than +1.
  • Deceased shooting to actual CV (basically went from CV3 to CV2) but modified combat table from the 3-4 result being n/a to if 3: A CV > D CV, A KO, else n/a and 4: D CV > A CV, D KO else n/a.  The game will be faster but balances out shooting, and to a lesser extent melee.
  • Change PX from CV5, CV3 shot at, 2 hits if shot at, -1 with a hit, extra -1 flank attack to CV5, shot at CV4, flank attack extra +1
  • Clarified a flank attack is only if a friendly unit is also in the adjacent zone.
After a few more:
  • Clarified that if no friendly unit in an adjacent zone when attacking, then move the attacking unit to that zone .  With a friendly unit in the zone, an attacking unit receives no adverse result (this was missing).
After a few more:
  • Really was concerned Medium Infantry underpowered Vs shooting.  Ran some numbers.  Yep.  Made them CV4 Vs shooting but realising heading down the path of all non-missile being CV4 Vs shooting.  Changed melee values for LI and LC to 1 instead.  But that then throws out all the missile Vs missile unit combat, so then more crunching - LI are CV1 in melee Vs infantry, CV3 Vs mounted in melee (CV2 shooting).  Seems to give a decent balance and also differeentiation.  Also while crunching it highlighted the +1 for shooting Vs cavalry no longer seems required so removed it (needs more testing so still in as a possibility).  
  • EL was CV4, made them CV5 (think it was an error anyway having them CV4) but CV4 Vs shooting. Elephants were CV3 Vs LI/MI but removed it (elephants had a >50% chance of being destroyed), especially now LI are CV3 Vs Mounted in melee. EL are now the same as CAT, maybe not a bad thing, but should be +1 Vs mounted.  Currently now making them CV4 but CV6(!) Vs cavalry in melee. playtesting required.
  • CAT are CV 4 shot at, really only to give LI/LC a 1 in 6 chance of routing them.  May remove it after further testing - CATs were very tolerant of missiles.
  • CH are identical to HA (except infantry will shoot at them better.  Thinking of increasing to CV4 Vs mounted and leaving CV3 Vs infantry.  This makes them the same as HC Vs mounted and leaves them the same as HA (CV3) Vs infantry.  Maybe vice versa - CV4 Vs infantry in melee (as shock) and CV3 Vs cavalry (equal to MC).
  • Had to think about terrain and how to make it work for larger games (if I ever get to them!).  And most terrain is a gentle hill.  Rather than +1/-1 to CV, ignore an end result of 5. The terrain is removed if the unit occupying it charges to a flank attack etc (i.e. attacks that would cause it to move off the terrain).

 Anyway, onto some battle reports.


Game 1  Marathon 

I have found Marathon is such a great game for playtesting, even with only a few units per side.  Shooters Vs Phalanx.  Every game is different.  For this and my most recent playtests I have cavalry present for the Persians. This is actually the fourth of about 6 games I played.  Outcomes varied from an extreme of Persians losing badly to Greeks losing badly.  On balance the Greeks won more games and lost a few units themselves.


Greek: 2xPX, 2xHI; Persian: 2xHA, 3xLI, 1xMC

HI represent the shallow phalanx units.

Setup, Greeks at the top

The Greek right phalanx charges the Light Persian Archers but rout in the face of the missiles.  A poorer phalanx fills the gap.

Greek phalanx charges the Light Archers

The centre Sparabara fires at the opposing poorer hoplites.  It has no effect and the hoplites charge into melee, eliminating the Sparabara.

Sparabara and hoplites clash in the centre

The left flank phalanx charges the Light archers.  The missiles do not deter their charge and the subsequent melee sees off the Persian light archers.

Phalanx does away with the opposing archers

The centre Sparabara fires at the opposing hoplites.  To escape further arrows, the hoplites charge and rout the Sparabara. The cavalry fill the gap.

The centre Sparabara fires at the hoplites; the Sparabara subsequently rout 

The left flank phalanx charges the light archers that replaced the previous light archers the Greek unit routed.  In a repetition of the predecessors, the light archers fire for no effect at the chargers.  The Greek hoplites rout the light archers.

Again, the phalanx does away with the opposing archers

The best bet is for the Persian archers on the left flank to try and rout the hoplites with arrows.  It was not to be and the archers are routed by a charge of the hoplites.  

The Persian’s last hope, the left flank archers

The Persians are down to one unit and the Greeks have won!

End

Moving to 6x6

So I added some simplest movement and activation rules I was happy with to play on a 6x6 grid.  I knew it was going to double the length of the rules, and I have not tested them a lot. They are rough and succinct and may have some stuff that is inferred but I have been using them fine :-). If I keep using them past 2026 (as I want to used them for larger games as well) I will put them in a better formatted document with more explanation.


ABCD 6x6 30 September


Game 2 - Marathon (6x6)

Greek: 2xPX, 2xHI; Persian: 2xHA, 3xLI, 1xMC

(I actually played this twice as I forgot to take a bunch of pictures for the first game)

Setup; Persians on the left and the Greek thinned out phalanx in the centre


Both sides advance, the Persians to get into bowfire range, the Greeks to close as fast as they can.

The centre Sparabara fire t the hoplites, only is hit, the other shrugs off the hits and continues to charge forwards.

First fire from the Sparabara

The right phalanx advances into missile fire for no effect so continues to advance on the Light Archers.  They archers survive (Greeks rolled a 1) and manage to evade (now out of melee, means they can fire next turn).

The centre hoplites advance into the Sparabara.  One gets into melee but nothing happens, the other it hit prior to contact and slows down their advance (not in melee),

The left flank phalanx charges the Light Archers and the archers are destroyed.

The Greeks contact the Persians

The right flank archer turns to fire at the phalanx.  The latter turns to face. The fire is ineffective and the Phalanx rout the light archers in the melee.

The Sparabara not in melee fires missiles but to no effect.  The hoplites charge into contact but the melee sees the hoplites hit.  They are already hit and so are routed.

The light archers fire at the phalanx, who are hit.  No melee.

The cavalry will do nothing, if the light archers survive a melee they could flank attack the phalanx.

The battleline with a few less units

The right Greek phalanx once again charges the light archers and this time make it into melee. The light archers are destroyed!

The hoplites in contact with the Sparabara do better this round of melee and destroy the Persian Sparabara.

The left flank phalanx charges the other Sparabara but the heavy bowfire prevents them from contact, and they are also hit in the process.

A few more Persian losses

The cavalry charges the hoplites who are hit, it is their second hit so destroyed.

Persian success with the cavalry

The hoplite turns to face the cavalry and inflicts a hit.

The left phalanx destroys the opposing Sparabara.

End - the phalanx routs the remaining Sparabara

The Greeks have won!


Verdict

That was interesting and fun. Usually the cavalry either does not have chance for much involvement, or routs. This game they actually routed something!

Let us try another random scenario from my archives as I think I have played Marathon at this small scale about 10-15 times already.


Game 3 - Allia River (6x6) 387BC Gauls Vs Early Romans

I have played this before on a 12”x12” table as part of a 30 battles in 30 days a few years ago https://shaun-wargaming-minis.blogspot.com/2023/12/30-ancient-games-in-30-days-games-11-to.html


Gauls: 2xMC, 3xWB; Roman: 2xPX, 1xMC, 1xLI, 1 hill

The Gallic Chariot is not really a missile armed unit so I am treating it as Medium Cavalry.

Setup

The Gauls advance, the Light infantry fire on the Chariot, causing a hit.  Next activation, the chariot charges the light infantry.

Light infantry firing on the chariot

The Light infantry fail to stop the chariot charge and are destroyed in melee.

Light Infantry in melee with the Chariots

The Gauls continue to advance, the left flank chariots advance up the hill to melee with the Roman cavalry. The Gallic chariot suffers a hit. 

Gauls advancing

The Gallic warbands contact the Roman phalanxes.  The right flank chariots turns to assist the battleline.

Contact!

One Warband is routed, as it a Roman phalanx.

The battleline is thinning

The remaining Roman phalanx melees with a warband but the phalanx routs.  The Gauls win!

Last Roman Phalanx destroyed

Verdict

That was a bit dull, as it was originally in 2023. Surprising as Marathon is just two battlelines clashing.  I think in Marathon it is more interesting as the shooting breaks up the line. I (foreshadowing) redid this battle force and the deployment for later games and it was more interesting.


Interim Verdict

Not sure exactly where I am going with this sequence of games.  I have played the next four (all Allia River based games) but with variations of the rules.  It is playtesting, and the rules are holding up well with just minor clarifications added.  I guess in this sequence I am also looking at:

  • What rules to use to play out the battles in a simple campaign (don't know)
  • What rules to use for the 10x10 historical battle scenarios that I want to get back to doing (probably these)
  • What size battlefield, gridded or non-gridded, do I like to play; may be more than one answer to this (don't know)

I do not think I will get a definitive answer, but will get an answer that fits late-2026 that is subject to change at a later date :-)