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

Chariots flanked by the Roman phalanx
The Romans win!
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.
The Gauls advance the warbands into contact with the Romans. One phalanx routs but the other inflicts a hit on a warband unit.
The Allied infantry on the hill cause a hit on the warband. The Roman cavalry attack a warband and it is routed!
The Gallic chariots advance to assist the fast changing battleline, the phalanx still in melee with the warband.
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!
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
Gauls advance forwards into contact across the entire line.
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.
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.









































