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.
A good run-out with the rules. Romans are competent, but in a Rome v Barbarian game, it strikes me that the Roman player should be confident, but still have a respect of the danger of a barbarian army and that did happen here, I know it was good rolls that delivered that, but that is why we have dice and call it a game :-)
ReplyDeleteThanks Norm,
DeleteI think a straight Roman Vs Warband balanced game there should be an equal chance of either winning. The Warbands get a first turn impetuous bonus but the Roman are stayers! So, as you say, the dice then get to decide.