Friday 22 November 2019

Battle of Dertosa 215BC using Ancients Battlelines Clash

Introduction
This is game 40 in play testing my ancient rules by replaying historical battles.  The latest version of ‘Ancient Battlelines Clash’ is on its own blog page. I am play testing the rules by replaying all the Peter Sides scenarios from his Historical Battles books.  ABC is designed to finish in around 30 minutes on a 2'x2' table.
I have been slow in play testing these rules for the last few years.  For November 2019 I set a challenge to play the 10 First and Second Punic Wars battles in the book.  This battle is game 5 in the attempt.

Battle of Dertosa 215BC
A set piece battle between Scipio and Hasdrubal in Spain.

Internet links of interest:

Troops
Roman
Romans
8 legionaries, Heavy Infantry
4 Velites, Skirmish Infantry, javelins
2 Medium Cavalry
Leader with one of the legionaries unit.
ACA +1

Breakpoint: 11

Carthaginian
Carthaginians
4 Veterans, Heavy Infantry
4 Spanish allies, Medium Infantry
4 Skirmishers, Skirmish Infantry
2 Medium Cavalry
1 Light Cavalry
1 Elephant
Leader with one of the Medium cavalry

Breakpoint: 10
     

Scenario changes
In the scenario book, this battle is labelled the Battle of Ebro 216BC.  While the Battle of Dertosa is fought on the bank of the Ebro, the Battle of Ebro 216 is a naval battle.  I have renamed this scenario the Battle of Dertosa.
I also reduced the number of cavalry from the Peter Sides scenario from 10,000 to 4,000.

Deployment

Deployment, Romans on the left.
Game
Romans advance the legions only.  They are unlikely to win on the flanks but have superioty in Infantry.  Need to break the centre before the flanks give way. The Carthaginians advance everyone.  I thought about not advancing the infantry but they need to not be too far behind the supporting cavalry.

Romans advance the infantry line only, Carthaginians advance everyone.
The skirmishers of both lines meet and exchange missiles

The skirmisher lines clash
All the Velites retire, doing no damage to the Carthaginian skirmishers.   The Skirmishers are not in the proximity zone of the legions.  One legion is disordered, the rest charge in.

And then the main battlelines clash.
One Spanish ally routed but otherwise a lot of disorders all round.

First blood to the Romans as a Spanish ally unit is routed.
Carthaginians charge the Roman left flank but are locked in melee.

Roman left flank cavalry clash
The Carthaginian centre Allied (medium) infantry collapses!

The Carthaginian centre with the weaker infantry collapses.
On the Roman centre right, one legion lost and one Carthaginian heavy infantry lost. Both opposing units pursue the routing unit.

On the Roman right they lose a heavy infantry unit but the Carthaginians also lose a heavy infantry unit.
Melees continue, the Elephant fails to move.  One of the legions in the centre manages to get on the flank of the Carthaginians.

With the centre gone, a Roman unit attacks the flank.
It will not be good – the Carthaginian is being attacked from the front by two units and also flanked.  It routs

The flanking Roman legions pursue into the flank of another Carthaginian heavy infantry unit, and it also routs


And follows up with another flank attack.

The Carthaginians reach their breakpoint and the Romans have won.

The Romans win!
Verdict
The Romans had to quickly overcome the weaker Carthaginian centre before their flanks were overwhelmed.  It worked, but some unlucky die rolls, or a longer time spent rolling over the centre would have seen a Carthaginian win.

2 comments:

  1. 'One Spanish ally routed but otherwise a lot of disorders all round.'

    Shaun, Are disorders shown with a marker? and can units recover?

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    Replies
    1. I show disorders with a grey 30mm long speary-type looking thing with a black head. Normally placed on the back of the base. There are a few of them visible in the images for this battle. I haven't done it for the Punic War battles but earlier this year I used two bases for the heavy infantry and showed disorder by removing a base.

      Disorder can be removed by a rally. Average units need a 5+ on a d6 and cannot have moved, been fired on,fire or melee. Generally there is too much to do to waste a turn or two on the chance to rally.

      Note if a disordered unit is disordered again nothing happens. But if you get depleted (a lot less of a chance than being disordered) and are already disordered, you then rout.

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