Showing posts with label fantasy rules. Show all posts
Showing posts with label fantasy rules. Show all posts

Wednesday, 30 June 2010

Callinicum refight with Fantasy Rules!

For musing on Fantasy Rules! and deployment for Callinicum see here.

Note: Unlike my previous ruleset replays, this is the first game I've done with FR! so be gentle.

For other games I've deployed the battlelines 25cm apart, FR!TCE recommends 12" (30cm) deployment distance apart.  Light Cavalry has the same move distance in FR! as in Armati and Warrior Kings and I used 25cm separation in those games. I'll maintain the 25cm, just to be consistent, and it is a scenario after all.

The Persians will go first.

Deployment; Persians on the left.

Turn 1

Persian

Moved the Lakhmid Light cavalry ahead 5.  Also moved up the Elite cavalry and the Reserve cavalry so there is a nice diagonal line of Persian troops with the Lakhmids in front at one end.  All out of missile range of the Byzantines.

Byzantine
Moved the infantry forwards and some heavy cavalry in support of the infantry.

End of turn 1

Turn 2

Persian

Move:
The Lakhmid light cavalry charge the Ghassanid light cavalry. The Ghassanid's throwing weapons result in one demoralisation.  Lakhmid's throwing weapons result in 2 demoralisations.
An Elite heavy cavalry moves up to about 1" from the light infantry.  The rest of the diagonal wave of cavalry move up slightly and form a block of 4 to oppose the Byzantine block of 4, and angling a bit more to the left.  Now within missile range of some of the opposing cavalry.

Melee:
The base CF for the Lakhmids is 3, while the Ghassanids is 2, but the Ghassanids get a +1 bonus for being charged, and both have stands with a -1 for demoralisation.
The result of the melees is the Ghassanid on the edge of the board is demoralised again and pushed back.  Otherwise, one Lakhmid received a demoralisation and one Ghassanid received a demoralisation.

View of the centre from the Persian side

Phase winner: The Persians (2 demoralisations) Vs Byzantines (3 stands demoralised/double demoralised). Morale clock is Persian 7, Byzantine 6.

Byzantine

Rally: no recoveries.
Firing: Gang up 2 missile Vs one opposition for the two blocks of facing heavy cavalry.  Managed to demoralise a Elite Persian heavy cavalry.

Demoralising is important - demoralised units cannot charge.

Move:
Moved the Skutatoi heavy infantry full distance.

Note sure what else to move - not familiar with the rules and melee effects.  Ah well - lets see how it all works!

Moved the Elite cavalry and the general into contact with opposing heavy cavalry.  Also moved some other heavy cavalry into the flank of the Persian cavalry and also a heavy cavalry to 'pin' an opposing heavy cavalry. I assume (not 100% clear) that the heavy cavalry that is flanked cannot countercharge as one of the charging units was outside its forward arc.

Melee:
The charging and counter charging heavy cavalry get +2 charge bonus.  Also +1 for being armed with missile (although not stated that countercharging units get the missile bonus, countercharging units get the charge bonus so I assume units that are countercharged are counted as being charged.
The heavy cavalry are base CF4, the elite base CF5.
The elite charging the flanked unit gets +1 for the flanker.

Persian flanked unit double demoralised.  Cavalry follows up.
Persian unit opposed by general loses and is double demoralised.  Cavalry followup.

I think the Ghassanids are not going to fair so well in melee...and it wasn't so bad - the double demoralised stand was destroyed. The demoralised stands were double demoralised.  Lakhmids must followup.

Again, not clear in the rules but implied; I'm assuming that for determining the phase winner, you count new demoralised units.  Inflicted a demoralised result onto an already demoralised unit (resulting in a double demoralised unit) does not count towards determining the phase winner.

Phase winner: Byzantine.  Clock is Persian 6, Byzantine 6.

End of turn 2

Turn 3

Persian

Rally: The Lakhmid's demoralised result removed (rolled an 8 for both!), demoralised heavy cavalry successfully rally, the doubled demoralised heavy cavalry fail.
Firing: No result.  Even did some ganging up to no avail.

Move:
Far left Lakhmid turns to flank Ghassanid.
Elite heavy cavalry charge opposing light infantry and cavalry.  Light infantry throwing weapons no effect.  Byzantine cavalry counter charge.

Realise that maybe I should not just charge in but it is a learning game and there is not much room on the flanks.

Melee:
One Byzantine Ghassanid destroyed, one Persian Lakhmid demoralised.
Light Infantry double demoralised and cavalry followup.
The two Persian Elite Cavalry facing two Byzantine cavalry result in one double demoralised stand each.
The battle with the two double demoralised Persian elite cavalry result in the routing of the Persian cavalry.  Byzantine cavalry followup.

Phase winner: Byzantines.  Morale clock now Persian 5, Byzantine 6.

Byzantine

Rally: All attempts unsuccessful.
Firing: All firing caused nothing.

Move:
Moved Elite heavy cavalry and another heavy cavalry to surround a Persian heavy cavalry.  Throwing weapons demoralise both charger and counter-charger.
One heavy cavalry makes it to the flank of a Persian elite heavy cavalry.

Melee:
Ghassanid light cavalry destroyed (no surprises here).
Light infantry causes demoralisation on opposing heavy cavalry.
The two Persian elite cavalry facing the two Byzantine cavalry resulted in each of the double demoralised stands being destroyed (one each side).
The surrounded Persian heavy cavalry is destroyed.

Phase winner: Byzantines.  Morale clock now Persian 4, Byzantine 6.

End of turn 3

Turn 4

Persian

Rally: Rallied off a heavy cavalry demoralisation.
Firing: All firing caused nothing.

Move:
Two Lakhmid light cavalry surround the light infantry while the third moves as far as it can round the back of the light infantry.
The Elite heavy cavalry with the general (doesn't count as a move against the morale clock limit) turns and charges a heavy cavalry in the flank.  Enemy unit turns to face but cannot counter charge.
The heavy cavalry group facing the heavy infantry decide to oblique movement with two of them and charge one end of the heavy infantry line with one heavy cavalry making it to the flank.  The heavy infantry will have only +1 in support.  Interesting game tactic.
That is the 4 allowed moves (plus the move with the general).  I like the effect of the Morale clock.

Melee:
Light infantry destroyed.  Not unexpected.
Elite heavy cavalry with general destroys opposing heavy cavalry.  It over-pursues, is demoralised and charges into another heavy cavalry.
The heavy cavalry attacking the heavy infantry loses the melee and is demoralised.
Phase winner: Persians.  Morale clock is Persians 4, Byzantines 5.

Byzantine

Rally: All fail.
Firing: Demoralises a heavy cavalry.
Move: Only move is move the heavy cavalry stands on the left flank to contact the Persian heavy cavalry in melee with the heavy infantry.  One of them is demoralised and so cannot charge - it simply moves out the way.

Melee:
The Byzantine heavy cavalry that was contacted due to over-pursuit is double demoralised.
The General and Elite heavy cavalry cause a double demoralisation on opposing Persian heavy cavalry but it cannot be pushed back due to the infantry at its back and so is destroyed.
The other Elite heavy cavalry manages to also cause a double demoralisation (outscoring by only 1 the opposing Persian cavalry).  The unit was already demoralised so it is destroyed.

Phase winner: Byzantines.  Morale clock now Persians 3, Byzantines 5.
Persian Morale clock now at 3: Persians must demoralise 1/4 remaining units.  Persians currently have six units and demoralise two of the Light Cavalry.

 End of turn 4

Turn 5

Persian
Rally: One light cavalry is undemoralised.
Firing: Nothing.
Move: Moved some of the light cavalry and an Elite heavy cavalry on the left flank of the field.
Melee: Destroyed the Byzantine heavy cavalry facing the elite heavy cavalry and general.
Phase winner: Persians. Morale clock now Persians 3, Byzantines 4.

Byzantine
Rally: No effect.
Firing: Nothing.
Move: Moved the heavy infantry and an elite heavy cavalry to attack the Persian heavy cavalry on the left flank.  Persian turns to face the elite heavy cavalry that contacted on the side.
Melee: The only melee is as a result of the move.  The Persians lose. They are already demoralised and so are destroyed. Cavalry pass a rally roll and so do not over-pursue.
Phase winner: Byzantines. Morale clock now Persians 2, Byzantines 4.

Turn 6

Persian
Rally: Removed demoralised from Elite heavy cavalry.
Firing: Demoralised an Elite heavy cavalry.
Move:  The Elite heavy cavalry with the general charges the Byzantine Elite heavy cavalry just demoralised in firing.  A Light cavalry also charges the flank.  With the last movement allowed, the Persians move the other elite heavy cavalry closer to the action.
Melee:  The Byzantine elite heavy cavalry loses melee and destroyed.  Persian heavy cavalry passes rally roll and does not over-pursue.
Phase winner: Persians . Morale clock now Persians 2, Byzantines 3.
Byzantine morale now at 3: Byzantine must now demoralise 1/4 or remaining stands (one of five stands) - demoralises a Skutatoi heavy infantry.


Byzantine
Rally: no effect.
Firing: Nothing to fire at.
Move:

About faced the Skutatoi heavy infantry (i.e. 180 degrees).
About faced the Elite heavy cavalry with general and moved slightly forwards.
About faced the demoralised heavy cavalry and retreated (can't charge and was just in range of a Persian unit).
Melee: None.
Phase winner: No phase winner

End of turn 6

Turn 7

Persian
Rally: no effect.
Firing: Nothing in range.
Move: Rearranged the cavalry near the Byzantine Skutatoi to get them together.
Melee: None.
Phase winner: no phase winner

Byzantine
Rally: A cavalry stand is undemoralised.
Fire: An elite heavy cavalry is just in range of a Persian stand...but misses.
Move: Rearranged cavalry and wheeled the Skutatoi heavy infantry.
Melee: None.
Phase winner: no phase winner

End of turn 7

Turn 8

Persian

Rally: No effect.
Firing: no effect.
Move: Elite heavy cavalry charges a cavalry that then counter charges.  General comes too.  Other move is to about face the other elite heavy cavalry.
Melee: Only melee has no effect (scores were equal).  Oops - pinning hopes on a result here and possible morale clock reduction.
Phase winner: no phase winner

Byzantine
Rally: none.
Firing: no effect.
Move: Wheeled the Skutatoi heavy infantry again.  Charged a cavalry with general into the flank of the Persian elite heavy cavalry already in melee.  Now have a General and stand versus general and stand.  It seems to happen a lot in my refights.
Melee: Byzantines win and Persian double demoralised and pushed back.
Phase winner: Byzantine. Morale clock now Persians 1, Byzantines 3

End of turn 8

Turn 9

Persian
Rally: Double demoralised cavalry in melee rallies.
Firing: No effect
Move: An Elite heavy cavalry rotates and manages to charge the Byzantine elite heavy cavalry (with general) in the flank.  Enemy doesn't turn but now the Persian has an advantage of a +1 for a flanker.
Melee: Persians lose and are double demoralised and pushed back.

 General on General

Phase winner: Byzantine. Morale clock Persians 0, Byzantines 3

End of game as Persian morale clock is 0.

End of game position

Byzantines have lost 330 points so Persian score is 330.
Persians have lost 360 points of units and their morale clock is 0 so Byzantine score is 360+50 (for Persian morale clock)=410.
Difference is less than 100 so marginal victory to the Byzantines.

Verdict
The game went on longer than I am used to.  Not longer in time, but longer in that it carried on until there were few stands left.  Normally the game is over when 50% or so are gone (this is an artifact of the other rules or I applied that rule).  But these rules are fun and fast.  They are simple but not simplistic - there is distinctive troop types and diverse tactical options.  While the flanking of stands occurred often - and with my Armati background flanking is death - it was not as bad as I expected ad worked fine.  Troops have limited movement options, which I like. The morale clock didn't dictate command and control too much until the end game but it worked fine.  I would play this again.  The results 'felt' right. Fast and plays fine on a 2'x2' (though I would potentially use less troops to provide some flanks and also possibly reduce the morale clock to 6/3 to account for the smaller board). In my opinion, unmodified (except for troop types), Fantasy Rules! is an excellent fast play historical rule set.

Thursday, 17 June 2010

Fantasy Rules! overview and Callinicum deployment

Background
As I was looking for fast play ancient rules a few years ago, I found a discussion that mentioned using a ruleset called Fantasy Rules! for historical play. I have played and own rules that originate with a fantasy version (Warmaster Ancients comes to mind) but zero interest in the rules they were derived from. So, not being a fantasy player at all - and the only few people I know that do play fantasy use Warhammer Fantasy Battles - this led to lots of interesting reading of various fantasy rules reviews and discussions.  My aim was for quick play, and I also wanted a set that was based around historical concepts that had fantasy elements mapped to it.  Fantasy Rules seemed to consistently top the list (Age of Might and Steel has potential too, which is why it is also on my list of rules to play).  Fantasy Rules! version 3 is the latest version, but Chipco have recently released FR!TCE which is a tournament version of FR!3.  Simplifying, it is a cutdown version of FR!3 without lots of the magic and characters and a very good army builder based around characteristics, rather than lists.  I'll be using FR!TCE although for my purposes, it is the same as FR!3 (just not so many pages to look through for rule clarifications). 

Why not use Days of Knights? Days of Knights (with version 2 the most recent) is also from Chipco, based on the FR! mechanisms but for (historical) late medieval battles.  There are a number of changes between the two, some large, some small.  for instance: command and control is different, movement is more restrictive, DoK has a panic check (FR! has sort of an equivalent with a double demoralise on cavalry charged units).  DoK double demoralise is not as bad.  DoK unit characteristics (combat factor, rally etc) are very specific to the period. All in all, DoK, from what I read and can see, captures the period specific flavour very well. DoK uses characters to manage command and control and I really like the morale clock in  FR!3.  FR!3 is more 'generic'.  I think I will be better off using FR!3 with minor mods rather than trying to make DoK, a period specific ruleset, work for something in 531AD, over 700 years earlier than it was designed for.

FR!/DoK links and reviews

A FR!: TCE description and where to purchase is at the Chipco FR!TCE webpage.  Reviews of FR!2 can be found at RPGnet and The Miniatures Page. The FR!2 Annex (Oct 2013: updated link to archive.org as original site no longer online) contains a whole lot of information for FR!2, including the FR!Ancients variant.

Days of Knights description and where to purchase is at the Chipco Days of Knights webpage. Here is a link to a The Miniatures page review and the Grognards review . The Ken Blackley DoK website  has some DoK information, including a review.

Lastly, the chipco yahoo group  has an active discussion on Chipco games.

Changes
I really want to limit the changes I make to FR!3 to make it fit to the game. One change I was going to do was restrict changing facing movement allowance.  FR! allows left faces, right faces and about faces for a cost of 1/2 the movement rate.  DoK has it costing the full move.  I was going with the full move cost.  but I have changed my mind - why implement what I think onto the ruleset.  I would prefer to be as generic as possible.The other changes are:

1.  Light Cavalry has a LOT going for it in FR! - x2 flank attacks etc.  Mounted (as a unit class) in FR! are mounted warriors.   In DoK, FR! Light cavalry equate to the Horse Archer units. So I will be going with the stats for the Callinicum Light Cavalry as per FR! Mounted (CF2, RF7+) but allow them to have some of the FR! light cavalry options at a total unit cost of 30: disengage from Infantry, Free facing and formation changes, Interpenetrate Cavlary, arm with bow or throwing weapon for extra 10 pts.  Maybe a better way to phrase it, thinking on it further, is to use the FR! Light Cavalry but reduce to 30pts by making it RF7+ and removing the doubling of flanking bonus.  Much better.  FR! Light Cavalry I would use only for specialist Horse Archers.  I'll make the Lakhmids elite as they performed much better than the Byzantine Ghassanids on the day.

2. Light Infantry as a class of unit doesn't really exist in FR! although Militia comes close.  I'll base it on the Light MAA class from DoK to represent the Isaurian Light Infantry. So light infantry is 30pts, MV 4/3 (no penalty for difficult), CF2, RF6+, +1 bonus when charged, armed with throwing weapons.

3. The Skutatoi are spear and bow melee heavy infantry.  I am going to use the spear class but add bow (not in FR!TCE but could be army specific in FR!3) for 10 points.  This should also make the cavalry  a bit fearful about charging them, as historically.

4. The Morale clock starts at 7 with a penalty when you reach 3.  I think Callinicum will be about 70%-80% the points of a normal 1000pt game (I'll work this out when I work out the actual force composition).  The Persian have 4 units and the Byzantines have 6 (although if you combined all the 6 stands of heavy cavalry into one unit there would only be 4).  I was going to start use a morale clock of 6/2 rather than 7/3 but have changed my mind - will stick with 7/3 and see how it does.


Units

Persian
6 Heavy Calvary (in two units of 3 stands each) with bows (300 pts)
3 Heavy Cavalry with bow, elite (+1RF, +1CF) (180pts)
3 Light Cavalry with throwing weapons, elite (+1RF, +1CF) (120pts)
1 Hero General (+2RF, +2CF) (190pts)

Total points:  790

Byzantine
3 Skutatoi: Spears with Bow (120 pts)
4 Heavy Calvary (in two units of 2 stands each) with bows (200pts)
2 Heavy Cavalry with bow, elite (+1RF, +1CF) (120pts)
1 Light Infantry (30pts)
3 Light Cavalry with throwing weapons (90pts)
1 Hero General (+2RF, +2CF) (190pts)

Total points: 750

Deployment
My troops are based for WRG 7th/DBM.  FR!3 really works best with 40mmx40mm bases.  The cavalry should be OK as 40mmx30mm - but will have to fudge it if a line all faces to the left or right - and I simply added an extra stand of infantry behind each other to create 40mmx40mm bases.  Otherwise, the deployment will be identical to that for Armati, Warrior Kings and Justified Ancients.