Thursday, 26 December 2024

Battle of Naissus, 268 AD using Ancient Battlelines Clash

Introduction

This is game 69 in play testing my ancient rules by replaying historical battles.  I started by using my own rules Ancients Battlelines Clash (ABC) but recently using a similar set of my rules, When Warriors Collide (WWC).  I recently updated ABC with some learnings from WWC, so back to using ABC!  I am play testing rules by replaying all the Peter Sides scenarios from his Historical Battles books, and some others I find along the way.  ABC is designed to finish in around 30 minutes on a 2’x2’ or smaller table; I am currently using a 40cmx40cm table.

Battle of Naissus, 268 AD

The Goths invade Greece and Roman Emperor Gallienus march an army to meet them.

Scenario source: Peter Sides Ancient Historical Battles Volume 2.

Link(s):

Wikipedia: https://en.wikipedia.org/wiki/Battle_of_Naissus

Troops

Romans (Gallienus)


2 LDR, 2 HC, 2 LC, 2 HI, 1 MI, 2 LA.

Breakpoint: 2.5

Goths


2 LDR, 2 HC, 5WB, 2 LI, 1 Camp

Breakpoint: 3.5

Scenario

Map: Open.

Special rules: The Gothic camp is a laager.  It is twice the size of normal camp and if defeated is not looted and stay on the table and cannot be attacked again.  It does count as lost breakpoints though.

Deployment

Deployment, Romans on the left

Romans (Gallienus):

LC HC* LA MI HI* HI LA HC LC.

Goths:

HC* LI WB WB WB WB WB LI HC*

Game

Gallienus needs to win the left flank where he is slightly stronger.  Should be able to hold the centre and their right flank for long enough to win.  Alternatively, hope to win the centre. 

Gallienus advances all his units. On the left flank, Gallienus Heavy Cavalry advances to close enough to the Gothic Heavy Cavalry that they must charge (into both the Light Cavalry and the Heavy Cavalry).

Gothic leader (right) charging the Roman left flank cavalry

The Light Cavalry missile fire forces the Gothic cavalry back

Gothic cavalry retreats

The Warband line advances.  The Roman Light Archer fire and one Warband in response charges them, and the Auxilia next to them.  The Warband routs the Light Archer.

Warband in melee with the Light Archer.  It will rout.

The next turn the remaining Light Archer fires on the Warband that charges it and the Light Archer is disordered.

The other Light Archer in melee.  It is only disordered.

This is a chance for the Romans to hit the centre Warbands – the outer Warband are engaged (with the Auxilia and the Light Archer and so with a leader present the Romans may be able to win against the three Warband.  They give it a go.  All four units in melee are disordered.

Disordered centre

On the Roman left flank, the Gallienus Heavy Cavalry charge the Light Infantry that fire for no effect and retreat.  The Roman Heavy Cavalry charges into the Gothic Heavy Cavalry.  A subsequent melee sees both disordered.

Heavy Cavalry clash on the flank

The Light Cavalry charges in.  While at a -1 difference, the Light Cavalry, if they can survive, will mean the HC must focus on them first, rather than the Roman Heavy Cavalry. Luckily the Light Cavalry is only disordered.  However, the next turn the Light Cavalry is routed.  Would have been good to hang around just one more turn.

Roman Light Cavalry comes to assist the Heavy Cavalry

The centre sees the Roman Auxilia disordered, one legion routed and the Light Archer routed as well.  The Romans not doing well holding the centre.

Damaged Roman centre

The Romans try something – on the right flank the Heavy Cavalry head for a disordered Warband while the Light Cavalry moves to block the Gothic flank from retaliating.  The Light Cavalry just has to hang in there for a turn or two.

Aggressive play on the Roman right

The Roman legion leader manages to rout a Warband.  The Auxilia hangs on against the Warband.

The Roman leader routs an opposing Warband

The battle on the Roman right flank is a 50/50 chance either way.  And it is the Gothic Heavy Cavalry that rolls badly and routs.

The Heavy Cavalry in melee.  The Gothic cavalry on the right routs soon after.

A Warband mandatory charges the Heavy Cavalry and the Warband is routed.  The Gothic army breakpoint is reached and they leave the field.  The Romans have won!  It was close, one more Roman heavy unit routed and the Romans would have lost.

Warband charges the Heavy Cavalry


End

Verdict

I am always amazed as something that seems like a simple setup – heavy infantry in the centre, cavalry on the wings – ends up being such a tense battle.  Game could have easily gone either way.  I thought the Roman would eventually come out on top without too much trouble.  But after starting the game and looking at the troops again realised that each zone (wings and centre) were well matched.   Enjoyed the scenario and the also playing my revised rules I did for the prevous game. No changes and no clarifications due to this game. 

Monday, 16 December 2024

Battle of Lugdunum 197 AD using Ancient Battlelines Clash

Introduction

This is game 68 in play testing my ancient rules by replaying historical battles.  I started by using my own rules Ancients Battlelines Clash (ABC) but recently using a similar set of my rules, When Warriors Collide (WWC).  I recently updated ABC with some learnings from WWC, so back to using ABC!  I am play testing rules by replaying all the Peter Sides scenarios from his Historical Battles books, and some others I find along the way.  ABC is designed to finish in around 30 minutes on a 2’x2’ or smaller table; I am currently using a 40cmx40cm table.

Battle of Lugdunum, 197 AD

Septimus Severus as Emperor faces another ursuper, Clodius Albinus, in Gaul.  This battle is said to be the largest ever between Roman forces.

Scenario source: Peter Sides Ancient Historical Battles Volume 1.

Link(s):

Wikipedia: https://en.wikipedia.org/wiki/Battle_of_Lugdunum

Command and Colors scenario: https://www.commandsandcolors.net/ancients/index.php?option=com_content&view=article&id=733

Troops

Romans (Severus)

2 LDR, 3 HC, 2 HI, 1 LI, 1 LA.

Breakpoint: 2.5

Rebels (Albinus)

1 LDR, 2 HC, 3 HI, 1 LI, 1 LA, 1 CP.

Breakpoint: 2.5

Scenario

Map: Open except for a patch of rough ground 1BW wide and extending 3BW from Severus's left flank in front of his forces (concealed traps).

Special rules: None.

Deployment

Romans (Severus):

HC LI HI HI* LA HC* HC

Rebels (Albinus):

HC* LA HI HI HI LI HC.  Camp is behind left flank on the table edge.

Deployment, Severus on the left

Severus needs to win on his right flank and make sure he does not lose in the centre, or at least the centre needs to hang on long enough so the right flank can be turned.

Severus left flank is weak as moving through the rough round will disorder the cavalry.

Game

Severus advances the right and centre.  The rebels advance their centre and left flank in response.  The archers on the flank forces Severus and his personal heavy cavalry back. 

Light archers forces Severus back

The other Severan heavy cavalry charges but is disordered.  Severus and his cavalry charge the archers.  The archers disorder the cavalry, the cavalry continues their charge and disorder the archers

Right flank, part two - the melee

On the left flank, the Severan light infantry move into the rough.  In response the Rebel light infantry moves to just outside of range.  These are both in place to support their main battle line and threaten the enemy.

Light infantry standoff

On the Severan right flank, the HC manages to win the equal melee and Severus destroys the archers.  The camp is wide open!

The right flank is open and the way to the camp is clear

The Rebel battleline advances and clashes with the Severan troops.  Disorders mostly all round (the Severan side coming out slightly worse off. 

Ancient battlelines clash

The next round of melee one of the rebel legions is routed.

The rebels lose a legion

And the next round has Severus lose a logion and their archers to the Rebels.  A lone elite legion is left in the centre.

Severan centre not looking good

However, Severus and the heavy cavalry have been advancing on the camp and finally manage to attack it.  They manage to break in and begin looting.

At the camp gates

This means the rebels reach their breakpoint and flee.  Severus wins!

Verdict

While this was one of the largest numerical roman battles ever, my scaling it down probably did not do it justice.  But it was fun and quick to play.  It was also quite close.  The rebels could have won if they had managed to destroy a heavy cavalry (it was a 50/50 chance either way for the heavy cavalry clash) and routed the last legion in the centre. 

An aside on rules

I kept tweaking my Ancient Battlelines Clash rules and about a year ago was over doing so. I went back and updated When Warriors Collide that were similar but for grids and also using a CRT based on Bill Banks Ancients.  I recently moved them from a CRT to 1d6 combat but the combat just seemed a bit too complex with a build-up of modifiers.   I then went down a rabbit hole of looking at the Pz8 based ancient rules as I was looking at using the Pz8 as a basis for some skirmish rules.   And then looking at doing 3x3 grid ancient rules.  And then realised I could just retro fit a little of When Warriors Collide into Ancient Battlelines Clash and I could be satisfied and continue to play battles on the 40cmx40cm table.  And I have been for a week so far, a good sign. Lol