Thursday, 30 December 2021

Battle of Sambre 57BC using When Warriors Collide

 Introduction

This is game 57 in play testing my ancient rules by replaying historical battles.  I I was using my own rules Ancient Battlelines Clash but am now using some new own rules When Warriors Collide 2.0, a combination of Bill Bank’s Ancients with some ABC elements.    I am in the process of writing up some revisions to these rules.  I continue to play test the rules by replaying all the Peter Sides scenarios from his Historical Battles books.  WWC2 is designed to finish in around 30 minutes on a 2’x2’ table.

Battle of Sambre 57BC

While making camp Julius Caesar is attacked by a coalition of Gallic Tribes hidden in woods.

Wikipedia entry: https://en.wikipedia.org/wiki/Battle_of_the_Sabis 

I also used the Society of Ancients battlepack for this battle to help out with forces and deployment.  Details are in the Slingshot magazine #241.

Troops

Roman


2 Elite Legions, elite HI

6 Legions HI

2 Raw Legions, HI, poor

1 Camp

3 Leaders

 

Gauls


2 Elite Warbands, elite WB

8 Warbands, WB

1 Camp

1 Leader

Scenario changes

I modified the Peter Sides scenario to align better to the Society of Ancients Battle Pack

I considered adding in special hedge rules, or simply making linear hedges exist between the 3 groups of legions. I felt there was no need as group rules, and the fact warbands represent a lot of warriors, will be fine to limit the movement and flank attacks.   The Sambre provides no impediment to movement nor effects combat.

Deployment

Romans to the left, Gauls to the right

The elite legions are on their right flank.  The Gallic elite warbands are on their left flank.

Game

All the warbands advance but the Gallic right leads the way and contact first.  Appallingly they did not do so well in combat (roll a 1 each) and are both disordered.


The Gallic right flank does not do well.

The remaining Gallic warriors clash with the opposing Romans.  Better than the right flank, there are disorders on both sides.


Combat along the line

An interesting next round of combat.  Swings everywhere!  The Nervii (Gallic left flank) lost a unit but in the centre, both sides lost a unit.  The Gallic right flank, after doing so poorly in the first combat, manages to hang on an inflict disorder on the opposing legions


Current state of the battleline.  One unit each lost in the centre.

The Gallic centre unit has made it to the Roman camp.


Gauls have reached the camp.


The centre legion about faces to help defend the camp.

Another Gallic unit is lost to the Nervii. 

The roman reinforcements arrive! As well as the centre legion attacking the Gauls attacking the camp.  The Gauls rout.


The Roman reinforcement and camp attack are in the foreground.

After two more rounds of combat the Romans manage to rout another warband.  This takes the Gauls over their breakpoint and they flee.  The Romans win.   Not this was actually in the last turn so it could have been a tie if no further warband was lost.


End game

 

Rule changes

None.  But it is hard for me to go from a “unit does everything when activated” to IGOYGO. Every time I move a unit into contact I want to conduct a melee straight away, rather than wait for the melee phase or that side.  I may have to go back to doing all the phases for a unit at once, purely to stop tripping me up!

Also, the leader function is really only undisordering a unit if not melee, and a loss cause more breakpoint loss. Jury is out if I want to change that – it was useful in this game as the about face by a legion disordered them but the leader was able to undisorder.  Also, I do know in previous games a unit will eliminate the unit it is melee-ing and so would have an opportunity to remove disorder. No change for now.

Verdict

A very interesting game.  The wild swings of the dice (1 and 6’s) provided some nail biting moments.   The Gauls made it to the Roman camp but the Romans did not make it to the Gallic camp, unlike history. The Roman right flank could have been in trouble if they had continued to roll badly.  The rules held up well.

Wednesday, 29 December 2021

Operation Jupiter 17 - Crossfire at the Woods 20mm WW2 (own rules)

Introduction

This is game 17 in replaying the scenarios from the Briton Publishers Operation Jupiter skirmish scenario book.   Links to previous games are on this blog page.


Rules used

My own rules.  I have scaled up my rules for 6mm on 2’x2’ table to play on half a table tennis table with 20mm figures.


Scenario

The British force has six turns to secure the woods, The woods are secure when over 50% of the Germans are KO or routed.


Battlefield


Note the terrain is fairly basic – I don’t have all my terrain boxes easily to hand so this is a subset.  My terrain collection is just average anyway but this game is played on the sparse side and make do.
 
Troops

British


British
1 Company HQ
    6 figures
    2 Universal Carriers
3 Platoons
    1 platoon HQ (1 figure)
    1 2" mortar
    3 Sections (3 figures each)
4 Churchill VII
2 3” mortars
British are all regular
 
Germans

German defenders


1 Kompanie HQ
   3 figures
1 Zug
    1 Zug HQ (1 figure)
    3 Gruppe (3 figures each)
1 MG42 team
1 Pak40 ATG
1 Tiger I
1 80mm mortar
3 Fire missions of 80mm mortar
 
Germans are all regular
 
The Tiger is painted grey as I only have grey painted Tigers.
 
Deployment

The German infantry begins hidden in the woods, split them fairly evenly.  The Pak 40 and MG42 are dug-in anywhere east of the river.  I put the Pak40 at the rear as it has a long range and has a good line of sight to anything comng down the right flank.  The MMG is placed closer to the farm so can harass any enemy infantry at a better range than they can return fire.

The Tiger I must begin on the southwest slope.  It is covering tanks coming down the left flank.
The British enter on turn 1 from the north edge of the board, west of the river. The British have six turns to secure the woods. The woods are secure when >50% of the German infantry is destroyed.

German deployment


View from the British side

Game

All Germans start on overwatch and all the British move on with the second platoon down the road.  It is good to get 20mm figures out to play a company level game after what seems like forever (only earlier this year and they have been out for a few skirmish games).


Second platoon advancing

Now the British bring on the rest of the infantry, except the company HQ


The three British platoons


No rooms for tanks - the Churchills will have to come in later 

 (new turn) 

Might as well open up with the German machine gun to see how my new rules work in action.  Two shots, oh, actually 3 shots. I figure KO.  3 figures – 1 section so a KO represents a permanent loss of firepower due to many reasons but summed up as “KO”.


Machine gun firing at the British


So now I put the machine gun card back in the deck as it is no longer on overwatch.  As it is the second turn I need to start drawing cards.  With the first British activation I firstly check second platoon’s morale. Pinned.  So the whole platoon can't move but they can fire.  The second platoon  fire back at the machine gun.  The machine gun has lost a figure and is suppressed.  Not unexpected with a whole platoon firing at them.  Conveniently, the German Machine gun is over 18” from the second platoon so the British are firing at -1, while the machine gun, with superior range, has not negative range modifier.

The first platoon moves next to the house.

And this is where I remember the Germans have a Commander that can call in some mortar support.  I put take the Company HQ off overwatch and try and call in fire on the third Platoon (the the one coming up to British right flank.  Success!  The rounds land on the first two sections and are suppressed.

The German machine gun recover from suppression but that's all they can do this activation.

The British activate the 3rd platoon firstly check morale because they have a section suppressed, They are Ok and suppression removed.

Maybe I should bring on the Churchills.


The state of the British after turn to and some fire


The 75mm PAK opens up on a Churchill as the range suits the PAK.

With the Churchill’s armour I would have needed a 6 to KO the Churchill. The PaK rolled a 6. 1 Churchill down


Long shot at the tank


The Tiger does the same thing at another Churchill –it's a long shot at the front Churchill and the Tiger misses completely.


The Tiger fires but misses


2nd platoon checked morale (forgot to earlier) and is still pinned.

(new turn)

Germans get the first activation and the machine gun fires any complete misses the second platoon.  The British return fire and do nothing.  The range is past effective range for the British sections and so will only inflict any result on a 6.

The British Platoon on the road moves to the right side of the woods

The German Commander calls fire on the troops still on the road and suppresses the 2” mortar.

 

Third platoon nearly in the woods


The Tiger fires at the Churchill again and manages to damage it.  The first platoon continues to advance on the right flank.  Still not close enough to see the Germans.


Advancing British not quite close enough to spot the Germans.

(new turn)

Get the Churchills away from the Tiger!


Churchills hiding in the road in the woods.


The German MG fires again at 2nd platoon but does nothing.

The first platoon continues into the right flank woods.  The suppressed 2” mortar routs.

 The Tiger advances towards to road to support the infantry.

And finally the first platoon moves into contact with some Germans in the woods


A meeting in the woods


The Germans lose two figures, the British three.

The first platoon also contacts Germans on the left side of the woods.

 

Contact in the left side of the woods.


The Tiger continues up the road.

 

Tiger coming to the Churchills


Overview of the game so far


The German commander calls down mortar fire on the British on the left side of the woods and KOs one figure and suppresses another section.

 

Mortar rounds in the woods


The platoons that have lost figures will need to check morale when they are activated.  Could be bad for the Brits.

The Tiger moves and fires.  Lucky rolls see it damage the lead Churchill that is already damaged, so it is destroyed.  And blocking the woods road.


Lead Churchill destroyed.


The Tiger Vs the Churchill


Finally, the second platoon is unpinned and can move next turn. They fire a the MG and suppress it.  Shortly after the MG recovers!


2nd platoon Vs the MG


The 1st platoon - on the left side of the woods - is now unsuppressed.  Mortar fire rains down on them and they are suppressed again, and lose another figure.  They have lost their CO and also now down to less than 50%, so morale will be interesting next turn. Luckily they never end up having to test morale.

The Tiger moves up to support the infantry

 

Tiger helping the infantry defined the woods.

Churchills have no choice but to go around the blocking wreck to get at the Tiger.


Churchills on the move


I keep forgetting to mention it but the MG and the PaK with HE keep the second  platoon from moving.

The Tiger is whittling down the first platoon (left woods).  Not much of them left now.

 

The much reduced first platoon


The third platoon (right woods) gets an activation and manages to rout the remaining figure and continue the advance

 

Third platoon overcomes the enemy and advances


Third platoon continues to advance into the German Zug command and wipes them out.

 

3rd platoon in combat with the German Zug command group.


The Germans only have one Gruppe left in the woods and so retire.

Something I thought of a lot earlier is that the British CO should have come on and used the off table mortars on the German MG nest.  Ah well.


End game


British losses


German loses


Victorious brits in the shadow of the Tiger


Rules Changes

I will try without the Joker – units get suppressed and cannot do anything in the turn they get activated and pass a morale check.  Also, with a Joker in the deck, the side activates those units that do not need a morale check (or more likely to pass) and so the badly shot up unit never gets to check morale so just sits there.  I get the Joker represents to vagaries of time and distance in a battle.  In my previous rules all units checked morale on the Joker. Or all units got to activate in a turn and so all checked morale.  So I am going back to random unit activation via cards but no sudden end of turn.

Verdict

I thought the game would go fairly easy – the British just enter the woods and fight the Germans.  2nd platoon getting pinned by the MG put all the plans into awry.  And it was not simple to remove the Germans.  They have the advantage in the woods and the German mortar was very annoying.  A good game that ended up being much closer than I thought it would be.

Thursday, 16 December 2021

Battle of Vosges 58BC using When Warriors Collide

Introduction

This is game 56 in play testing my ancient rules by replaying historical battles.  I was using my own rules Ancient Battlelines Clash but am now using some new own rules When Warriors Collide 2.0, a combination of Bill Bank’s Ancients with some ABC elements.  I have tested WWC a few times on a hex grid but for this game using free form movement.  I am in the process of writing them up properly but think of them as Bill Banks Ancients with ½ movement and more constraints on wheeling.  Still not sure on free-form Vs the hex based as hex based is less fiddly for movement.

I will continue to play test the rules by replaying all the Peter Sides scenarios from his Historical Battles books.  WWC, as per ABC, is designed to finish in around 30 minutes on a 2’x2’ table.

 

Battle of Vosges

One of the major battles of the Gallic Wars when Caesar and six legions encounter the Germanic Suebi in Gaul.

No much on the internet other than the Wikipedia entry:

https://en.wikipedia.org/wiki/Battle_of_Vosges_(58_BC)

 

Troops

Roman

The Romans


6 Legionaries, HI, some protection

2 Cavalry, HC (poor)

2 leaders (with right flank cavalry and a legionary)

Breakpoint: 11

 

Early German

The Germans (oops, seem to have missed out the right flank cavalry!)


6 Warriors, WB

2 Cavalry, HC (poor)

2 leaders with the Warriors.

Breakpoint: 11

 

Scenario changes

Peter Sides has both battles, I only did the second.

 

Deployment

Just lined them up!


Deploymenr


Game

A fairly easy game to play out as it is just two fairly equal battlelines fighting it out.  Not really much of a rules test – not a lot of manoeuvre to happen in this battle.

 

The sides advance to each other.  The Roman cavalry on the right charges the opposing Germans.  The Romans have the advantage, hence the charge.  Both are disordered.

 

The Germans are close enough and charge into the Roman line.


Germans clashes with the Romans


The Germans get a bonus for charging, and the leaders all double combat values. So the Germans with a leader are at a great advantage.  If the Romans hang on though, the fight tips in their favour.

 

The Romans did not come out of that well (a lot of 5s and 6s by the Germans).  One legion gone, the leader gone and two warbands are still ordered.


The Romans got off poorly.

The next round of melees sees some stunning attacks (6s on the die rolls) and the Germans lose two warbands.  At least the dice rolls are being good for both sides.  The Warband with leader on the right flank loses melee with the legion, routs and the leader is captured by the legion!


The important combat

After three turns the Roman right flank cavalry finally routs the German cavalry.  And will unbelievable tenacity (ok, another two 6s on two rolls) The Romans rout another two warbands.   The Germans rout and the Romans hold the field.


End game


Rule changes

None.

 

Verdict

An interesting game (even if it was a fairly straight line them up and charge) and the rules worked to my satisfaction (i.e. I will keep playing them).  With the units being roughly equal it was always going to be down to the luck of the die.  The game could easily go to one side or another.  If the Roman cavalry had beaten their opposition earlier they could have flanked the German battleline but this was not to be.  The replay ability of this scenario would be down to what die rolls you get rather than using tactics.

Monday, 13 December 2021

New direction for my own ancient rules and 2 Megiddo reports

Introduction

This is a long rambling post on how I have moved from my Ancient Battlelines Clash rules to a new rules set, When Warriors Collide to replay ancient battle scenarios.  And two quick battle reports with the new rules.

Background

After testing out lots of fast play ancient rules sets on a 2’x2’ table, in 2012 I then decided to write my own solo fast play rules and test them out replaying ancient battle scenarios from the Peter Sides booklets.

My rules could best be described as a combination of Bill Banks Ancients and Justified Ancients  combined with the reaction-type mechanisms of Rally Round the King.  More details and design notes on these rules are on its own blog page for Ancients Battlelines Clash.

In 2018 after hundreds of games with ABC (and about only a third of the way through the Peter Sides scenarios) I became unsatisfied with some minor aspects of the rules.  This led to 3 years of ad hoc changes and revisions, some minor, some more major, some then abandoned.  Played some more games but really not feeling the love for any of these changed rules.  Liking, but not loving.  At the end of 2021 I started from scratch with Bill Banks Ancients but added in many ABC elements.  It is a different enough ruleset but similar enough to some gridded rules I did try out that combined Bill Banks Ancients with ABC.  These gridded rules are called When Warriors Collide.  So this new ruleset can be When Warriors Collide version 2.  These rules are different to BBA, ABC and WWC 1.0 but contain elements of them all and am currently enjoying playing with them.

Bill Banks Ancient to When Warriors Collide – resolutions.

At the end of 2021 I was looking at some rules I could play to play some very fast games on a small grid as I was getting interested in Imperator again.  I dug out Bill Banks Ancients (BBA) as I was thinking I could just use them.  Also, I knew there was an Ancients CyberBoard game box so it would be easy for me to playtest these on the computer.  I ended up making quite a few changes to BBA to end up at When Warriors Collide (WWC).

Bill Banks Ancients is a hex grid, ABC is free form.  One thing that I really like about Armati (my favourite Ancients rules) is that two units can frontally be meleeing an enemy unit.  Hard to do with square grids but easy to do with hex grids by units facing to a hex spine rather than another hex.  This was an early variant to the BBA rules and one I have always liked for BBA.  My first change to BBA is facing it to a hex spine.

I do like in BBA are the combat values when ordered and disordered and how that is tightly linked to the combat 1d6 CRT table (with 1:1, 2:1, 3:1 ratio columns).  My first foray in my own set replaced the CRT with JP Kelly’s 1d6 variant that replaced the 3 column CRT and ratios with modifiers to a d6 roll and have used this 1d6 mechanic that ever since in my rules.  But it is not the same and not as nuanced as the CRT.  So my first resolve was to keep the CRT (it is easy to memorise and I can reproduce it from memory even 30 years after first playing BBA) and also keep the ordered/disordered combat values where possible.

The next resolve was to keep the turn sequence.  This is basically IGOYGO (each player turn is player move, other player shoots, player melee).  ABC uses a right to left and test for group activations.

The last resolve was to minimise the unit types - keep only the BBA ones and only add any if absolutely necessary.  This should not be hard as my existing rules uses unit types very much the same as BBA.

I would then add things from ABC that I was passionate about including in an ancients ruleset that was missing from BBA.  These are mainly movement restrictions, reducing missile ranges and making light units more vulnerable.

So how did I go with my resolutions?

Keep the CRT.

I have kept the CRT.

One thing I have considered is changing a die roll result of 3 on the 2:1 table from a DD to an M.  This would then enable a single d6 type result where 1=AD, 2-5=M, 6-7=DD, 8+=DE and modifiers of 1:! Is +0, 2:1 is +2, 3:1 is +3.  Only the 2:1 die roll of 3 doesn’t fit unless changing it to an M result.  But really, I am sticking with the CRT and if I really feel that 2:1 causes too much DD I will change it.

I really like combat being based on ratios and the 1:1, 2:1, 3:1.  I have seen, and been guilty many years ago, of creating further results for 3:2, 5:2 etc but the game really works with the three ratios and I believe really manages to capture combat without having +1 or -1 combat values dramatically affecting the game.  The combat values are selected to work against different unit types and creating a more nuanced CRT seems to ruin this.  Of course, I defeat some of this argument by changing some of the combat values…

Keep the combat values

I could not help but change the combat values.

The first change I made is disordered phalanx is 3 not 2.  This brings it into line with disordered heavy infantry.  The main change is it makes light infantry just as effective against a Phalanx and Heavy infantry.   I tend to think a phalanx, even disordered would be as effective as disordered heavy infantry.

The second was to make Mixed Missile 1 not 2 whether ordered or disordered. MM at 2 is really too powerful against other infantry – these are supposed to be peltasts and skirmishes.  But what is does mean is it reduced their effectiveness against mounted units. To reflect this I gave them a * rating and so now they are doubled against mounted units.

See later but missile ranges are a lot less and once in melee a missile unit will melee, not use missile fire.  A reason to add the * to Mixed Missile is so when in combat with mounted they do as well they used to.  Well, not as badly anyway.

Due to missile armed unit meleeing against units one hex away rather than using the missile table, this also meant I needed to give the * rating to Light Archers, disordered Heavy Archers and disordered Chariots for a similar reason.  Actually, the disordered Chariots, the * rating  worked out well as in BBA Chariot on Chariot melees would end up 3:1 once one was disordered and one was not.  Now it is 2:1 like other cavalry melees.  Disordered Chariots still fare the same against infantry as in the original game.  The * rating to missile units has stood up to some playtesting.  I was concerned it would not work very well but seems Ok and I like that is was already something in the rules (the * factor) and am not adding in complexity.

Keep the turn sequence

I may go back to doing a group at a time – i.e. move a group, do any enemy missile fire at that group, melee with the group and then activate the next group.  For now, the simple first side moves, other side fires, first side melees works and is just as easy to mark a unit and walk away mid turn and come back later to take u where I left.   I can see myself going back to group activations again (where a group does everything when activated) but  all one side then the other side is keeping the rules simple.

Minimise the unit types

This section will only really make sense if you are familiar with Bill Banks Ancients.

Summary: same unit types with some tweaks.

Only one chariot type still.

MM represents my LI and SK.

Light Cavalry by default has the B attribute.

Thought about a Shock cavalry e.g. companions as Combat Value (CV) 6 but decided against it.

I changed the leader concept – units are elite and are x2.  They also are worth a lot more to panic rating.  There is now only one leader ant the only advantage to the leader is they can rally units. For a few games I did not use this and was using leaders take care of elite units that – the leaders in scenarios will start on the elite units.  So Companions will be heavy cavalry with a leader.  Leaders are not removed (see later) so this neatly managed to remove the necessity of providing for elite units.  Poor heavy infantry can be represented by CV 2 infantry, and poor cavalry by CV2 cavalry, these latter two already exist in the game.  The original BBA scenarios also did this, for example representing early Roman poor cavalry using this method.  However, leaders do not really move and if using leaders to represent elite units, why not just make them elite?

I renamed Light Infantry to Medium infantry as Light infantry sounds too light and these are really warbands, poor heavy infantry etc.

I added a Warband unit type but this already exists in BBA as a Light infantry unit that is x3 once as per BBA – I just defined them in the rules rather than as described as a optional rules. 

Movement restrictions

Movement rates are huge in BBA.  Infantry move 2, Heavy Cavalry move 5.  Most scenarios have battlelines starting 2-4 hexes away from each other.  And a unit can turn 60 degrees when moving into a hex.  So flanking is easy and moving around the battlefield is easy.

I halved movement rates – All infantry moves 1, All mounted moves 3, except Knights, Chariots and Elephants move 2.   I did for a while have Mixed Missile moving 2 but after playtesting this in a few games it did not work.

I also implemented simple turning restrictions – Heavy infantry units can move or turn, Cavalry and can move and turn (1 movement point per hex turn). Light cavalry and Mixed Missile can move or turn as much as they want.

Reduced missile ranges

Reducing movement values also meant reducing missile ranges.  Now A fire range is 2 and B fire range is 1.

Light units more vulnerable

Light Cavalry and Mixed Missile are destroyed if disordered for a second time (i.e. on an M or a DD result and already disordered).

Other changes

Leaders are not removed and replaced as per the sequence of play. A leader stays with a unit throughout the game.  However, a leader may move to another unit as per the existing rules and will DD the unit it is moving from.

I also renamed Panic as army rout and it is based on unit breakpoint values rather than combat strength.  The games ends on a Panic/army rout.

End note

Despite the numerous changes, the aim was the provide a more constrained game so units are less able to dash all over the table, and provide more nuances to the units combat values.   It is not really Bill Banks Ancients anymore, but the bones are there!

It also provides for a game with less rules and fiddly bits than my previous Ancients Battlelines Clash, and the QRS easily fits on one page.  Even going from hexes to hexless just required a few extra phrases here and there.

Bonus playtests

I began playing these rules in CyberBoard using Megiddo as the battle.  I played three full games of Megiddo using this venerable electronic play assist software.


CyberBoard game in action

All were such great fun and different and wanted to play some more games of the same battle. I thought I should really be using my miniatures. Firstly it was going to be with 6mm and I printed off a hex grid.  Then I decided it should really be with my preference of 15mm so quickly drew up a hex board on a spare piece of cardboard.  Just after completing the temporary hexboard I then thought – why not just use free measurements to see how it goes?   I should really give the rules a go on a 2’x2’ table converting 1 hex to 1 basewidth (40mm) of movement.  I like grids, hexes are ok – both regulate movement and take all the fiddle-ness out of freeform movement.  I am used to freeform movement and don’t feel like creating a special grid/hex board to play.

 

Battle of Megiddo 1457BC Scenario

 

Egyptians

3 Chariots, CH

3 Medium Infantry, MI

2 Light Archers, LA

2 Leaders

Breakpoint:  9

 

Allies

2 Chariots

2 Medium Infantry, MI

3 light infantry, MM

2 Leaders

Breakpoint: 8

 

Deployment



Game 1

The Egyptians will advance in the centre and probe with their left flank.

Egyptian chariots charge.  It will be 2:1 on the enemy chariots without a leader, 1:1 with the leader Vs leader (or the clash with no leaders).  The left flank advances slightly to bring the archers into range.

Both Chariots are armed with missiles so it becomes a melee (if only one had missile it could have had a missile attack).


Chariots clash


The result: one Allied chariot disordered, two Egyptian ones disordered (the centre and the left one).

The Allied turn has their right flank move off the hill to clash with the Egyptian left flank.  Otherwise they would just sit there and take the missile fire from the longer range of the Egyptian bows.  Disorders distributed.

The Chariot clash continues and sees one chariot from each side eliminated (including an Egyptian leader).


Overview of melee status

An Egyptian chariot charges into the flank of the remaining Allied chariot and disorders it.  On the Egyptian left flank they manage to rout the two mixed missile units.


New state of play

The remaining allied chariot in the centre is routed under the flanking attack of the opposing chariots. 


The final chariot melee

This causes the allies to break and they flee the battlefield.


The final positions

 

Game 2


Deployment

This time everyone on the Egyptian side advances.  The Chariot combat sees all of chariots disordered.


End of Egyptian turn

The Allies have to advance their flanks, otherwise the longer range light archers will just pick them off.  The light t archers on both flanks fail to inflict anything in retaliation of the advance.  The centre Egyptian chariot is routed.


One Egyptian chariot routed

In retaliation, one of the Allied chariots is routed.  All other melee result in mostly disorders.  Subsequent melees see the last Allied Chariot routed and a right flank mixed missile.


The end is nigh

The loss of an Allied left flank mixed missile sees the Allies panic and flee the battlefield.


End game.

Verdict

This second game sort of followed the first.    In one of my CyberBoard games, the Egyptians were unlucky and lost all their chariots and lost the game.  I also tried a game where the Egyptian right flank moved against the Allied left flank but that ended badly for the Egyptians as well.

I did the battle twice on the 2’x2’ table and worked OK so gone is the hex grid for now. I have begun my continuation of the Peter Sides historical battles with these rules so expect to see some blog posts with these sometime later.  I am also writing the rules out so these will get posted sometime later too.  When I started the conversion to Bill Banks Ancients I was thinking of using Cyberboard to play out a lot of historical games.  But having got miniatures out on the table that idea has fallen to the wayside.

Lol, and while searching internet to get a link to Bill Banks Ancients I came upon a thread on TMP from 2014.  In it there is a suggestion to use 10mm figures with Heroscape terrain. In 2014 I had no Heroscape  but  now I do.  I had forgotten about them when thinking hexes.  Maybe I will give the rules a go on a Heroscape but don't hold your breath :-)