Showing posts with label heraclea. Show all posts
Showing posts with label heraclea. Show all posts

Monday, 8 September 2025

Battle of Heraclea 280 BC scenario - deployment and forces (update) and some background

Introduction

A update to a my post in 2011 detailing the Battle of Heraclea scenario. The aim is to continue (ok, it has been awhile, may restart is a better term) replaying it with different rules.

Background

I started this blog in April 2010 to compare different rules using the same battle.  I used seven rules replaying Callinicum. One year later I set out my deployment for Heraclea and played about 12 more rulesets over the next couple of years with that battle.  I did think about doing another battle – Zama and Bibracte got a look in but both just did not inspire me.  I have always meant to choose another battle an replay it with some more rulesets.  I chose Sentinum back in 2017 but it languished for ages as I did not see to have the motivation to try out new rules.  I may post my deployment one day but it is still a possibility to use for replaying.

I did get my ancients fix by playtesting my own rules, either by replaying historical battles or just playing historical matchups.

Back in late 2024 did a replay of Megiddo with a couple of rules.  I really love Megiddo and have played it at least a dozen times.  But I got sidetracked into Dominion of the Spear and redoing my own rules and Megiddo just did not seem capture my interest enough to replay with new rules.

I recently came across some rules – Pilums and Peltasts - from Gauntlet #12 magazine and thought they looked interesting.  And then I seemed to remember that Gauntlet was in the MagWeb repository.  I searched my rules and found I had downloaded the rules from MagWeb, and also created a better formatted Word document for the rules in 2015.  I then realised it was about 12 years since I did a replay with different rulesets (I have occasionally played FTF with some ancient rules in those 12 years).  This is too long! I really thought it was 5-6 years ago.  And then also forgetting about rules I wanted to use as well.  I need to get back to it and select a battle to use.

So I did some looking at battles I had played, there were a few good contenders.  And I chose…Heraclea.  Partly as I never really go sick of replaying Heraclea but also I found it was a good test of rules

But slightly different.  I came across a few articles recently about potential army deployments for Heraclea and compared it to the one I generally use.  One issue I always had is that the Pyrrhus’ left flank and Roman right were the same – one light infantry and light cavalry.  This meant they were evenly matched and nothing every happened. Rereading I saw that a possible more historical deployment may not have this issue. For force composition I used these:

Ancient Warfare article

A Lost Battles replay

A WAB scenario

I then used the Peter Sides scenario that I did not really follow last time to create the following forces and deployment suitable for a 2’x2’ table to replay with different rulesets.

Forces

Epirot bases

3 Pike (Phalangites)

1 Hoplites, poor (Tarantine hoplites)

1 Light infantry, archers (mainly skirmishers with bow and slings)

1 Heavy Cavalry or Elite Medium Cavalry (plus Pyrrhus) Agema with thrusting spear, shield;  Heavy Cavalry due to heavy armour

1 Medium Cavalry (Thessalian), shield, spear, javelins

1 Light Cavalry, spear, javelins, shield (Tarantine)

1 Elephant (Indian) with skirmisher support

I am tempted to make one of the Pike bases into elite pikes to represent the 3000 Hypaspists but the numbers are about seventh of the actual number of phalangites (3000 out of 21,000).  If I was playing with more forces I would definitely add in a based of elite pikes.

Rome

2 Heavy Infantry, representing 4 legions.  Represent as legions, maybe swordsmen. (plus Lavinus)

2 Heavy Infantry, represent 4 Allied legions.  Probably represent as Spearmen.

1 Medium Infantry, javelins (Bruttians)

1 Light Infantry, javelins (Apulians)

4 Medium Cavalry (1 Roman, 2 Allied, 1 Southern Italy), shield, spear, javelins.

Deployment

For a 2'x2' table:

Deployment, Pyrrhus at the top, Romans at the bottom.

I mostly followed Peter Sides, although the Roman cavalry is evenly split (possibly it should not be with more on the Allied side of the line), and there is a medium cavalry unit on Pyrrhus’s left flank.

I do wonder if the light and medium infantry on the Roman left flank is going to skew the game a little but I can always tweak that if it seems like it will be a problem.

 The Epirot have a slightly stronger right flank (taking into account the Elephant) and weaker left flank.  Also they are stronger in the centre battleline.  While in my old deployment Pyrrhus would rush with his Agema and elephants into the poorer Roman cavalry, this may no longer be the best option and maybe try and pin and win the centre, hold his left and hope to overcome the right flank.  Hoping this deployment leads to more interesting tactical choices.  

Postscript

I hope to start the first battle in the next few weeks.  I may peter out after one battle but we shall see. 

Saturday, 12 January 2019

Battle of Heraclea 280BC using an combination of Ancient Battlelines Clash and when Warriors Collide

Introduction
This is game 31 (take 2) 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 actually played this battle a year before this post (about January 2018 I think).  I had the draft post without the images ready to go and have forgotten all about it! Anyway,originally this was not a battle I was going to play.  I played the battler in late 2017 using a new homegrown set - When Warriors Collide (based on my grid-based rules but without grids). But I did yet another pivot with my rules.  The rules are a mashup of all the good bits of the Ancient Battlelines Clash (ABC) revised with some concepts from Warriors Collide.  The ABC rules changed a lot or a little and the intention was to move forwards with these rules as the new version of Ancient Battlelines Clash.  But after playing one game the concept was good but the rules were not as solo friendly as Ancient Battlelines Clash.  Mainly a lot of the reactions and movement was deterministic (not rolled for) and so the unpredictability was gone.  So while a OK ruleset, not for me.

The mashup of Ancient Battlelines Clash and When Warriors Collide (for interest)
When Warriors Collide (WWC) was mashup of applying Ancient Battlelines Clash concepts to Bill Banks Ancients (BBA). So the troop types align to BBA, combat was based on force ratios and rolling multiple dice.  I still think the rules have value but I strayed to far from where I wanted to take Ancient Battlelines Clash. I reread some secondary sources and looked closely about what I still thought needed improvement in ABC, most of which was in WWC. Hopefully it reduces some of the dice rolling where it was adding little value, but still just as mush decision making and just as much randomness - important for solo play.  It should also be faster!  The rules changes in ABC are:
  • Movement is like WWC where a unit can only face one of four directions.
  • Gone is rolling for orders - army is split into three divisions and one move/rally per division.
  • Combat is streamlined with less modifiers.  It is still 1d6 but now shock and flank attacks are built into the results (get 6+ for a shock/flank attack and defender routs).  And also results of defender depletion also cause disorder for the attacker.
  • Disorder is no longer a negative modifier to many of the tests (only melee)
  • Phalanx rules have been modified to make them less fragile when disordered.
  • Peltast-type infantry now have short missile ability,
  • Reaction to charging and missile fire are automatic rather than rolled for.  This also allowed for a streamlined missile system and a fire contest to occur immediately rather than do a two misses duel first (this last bit was from WWC).  It is also harder to rout units just by missiles
  • Victory is not when you break the enemy, although it will likely; there are victory points for breaking enemy, routing enemy leader, looting camp, having units left on the table at the end of 6 turns.
I have written up these rules and have posted them for historical purposes.  The automatic reactions and not rolling for movement I did not like as mush as I thought but did incorporate some changes from When Warriors Collide into Ancient Battlelines Clash to create a new version that is  mostly the same as ABC v2.5 but has some streamlining.  Expect to see the new ABC version 3 rules posted in 2019 followed by some games with the new version.

Battle of Heraclea
Pyrrhus comes to Italy to assist the Greek cities their against the Roman aggressors.  For more detail on the battle and the units see this blog post I did prior to my replays: Heraclea deployment and background.

Troops
Pyrrhus

Pyrrhic army


1 Agema, Medium Cavalry, high fortitude, impetuous
1 Elephant, Elephant
1 Hoplites, Heavy Infantry, phalanx, some MP (missile protection)
3 Phalangites, Heavy Infantry, phalanx
1 Hydaspists, Heavy Infantry, phalanx, high fortitude
1 Peltasts, Medium Infantry, short missile
1 Light cavalry, Skirmish Cavalry, short missile
2 Skirmishers, Skirmish Infantry
1 Leader with the Agema

Breakpoint: 8

Romans
The Romans


2 Cavalry, Medium Cavalry
4 Leves, Skirmish Infantry
4 Hastati/Principes, Heavy Infantry, line relief, some MP (missile protection)
2 Triarii, Heavy Infantry, high fortitude, drilled
1 Light Infantry, Medium Infantry, short missile
1 Light cavalry, Skirmish Cavalry, short missile
1 Leader with one of the legions

Breakpoint: 9

Deployment
As per Heraclea deployment and background

Deployment - Pyrrhus to the left, Romans on the right

The Game
Both centre battlelines advance.  The Elephant and the Agema advance but not too far so they do not have to charge the Roman cavalry.  The skirmish and light cavalry of each side advance but not to within missile range.

Both centres advance, as does most of the flanks. Roman cavalry bottom right does not move as they are outclassed on that flank.

Pyrrhic infantry battleline advances slightly to bring skirmishers into range, but not the phalangites.  On The Roman's turn, the skirmishers fire - all Pyrrhic skirmishers gone, one Roman Leves lost.

Centre infantry is close and the skirmisher screens interact with the Pyrrhic skirmishers gone and one Roman Leves lost.

Pyrrhic line advances into the levies - all retire but do disorder one opposing pike unit.  The pikes and legions clash.  Orders phalanxes are +1 (disordered get no bonus so a disordered phalanx has same combat value as a legion).  To lucky rolls see two legions retreat and all are disordered (change in rules - previously only defender would be disordered on a roll of 6).  The hoplites and a pike unit pursue (another change - pursuit is automatic for heavy infantry).  In the subsequent melee the hoplites are routed.  The other two melees see all four combatants disordered.  The Hydaspists cannot move - they already did this turn.  In hindsight maybe should have moved them into melee.

Battlelines clash, Pyrrhic hoplites routed.

The Elephant and Pyrrhus move as far as they can.  Should have really done this last turn, I am forgetting that there is a time limit in these games now!  Roman cavalry do not react.

The Elephants and Pyrrhus advance..

In the centre, a roman legion is destroyed and the opposing phalanx advances.  Hypaspists advance and rout the opposing legion and are themselves disordered. They also pursue.

Two more Roman legions lost in the centre. 

The Romans advance the Triarii towards to now open right centreline.  Triarii are drilled so may wheel and move. A phalangite is routed (far left).

On the left a  Phalangite unit is routed.  The Triarii, bottom right, is coming to help on the right.

The elephant and Pyrrhus slam into the Roman Cavalry. Pyrrhus rolls a 6 and forces the roman Cavalry to retreat with no adverse effect to the Agema.  Pyrrhus pursues and rolls another 6 for melee and routs the opposing cavalry. Very lucky with both rolls.  Pyrrhus pursues nearly off the edge.  Meanwhile, the elephant forces the opposing cavalry to become disordered and they retreat; the elephant fails to pursue.

One Roman cavalry unit routs off the field of battle; the other retreats from battling the elephant.

The lone centre battleline phalangite that has been hanging back manages to rejoin the main battleline.  The Triarii wheel and advance into the line.  The heavy infantry line is looking like a proper battleline again. The resulting combat was not decisive for any side - all units were disordered but no routs.

Triarii join the line and battle continues along the centre heavy infantry clash.  The resulting combat saw all units disordered. 
Last turn Pyrrhus was not disordered.  This will help do a complex move, but the Agema heavy cavalry simply does not have the movement capability to be able to wheel sufficiently large and then charge the remaining Roman cavalry.   So, as the next best option, the Elephant does instead.

... and rolls a 1 for melee; anything else would have routed the roman cavalry.

The elephant have a 5 in 6 chance of routing the Roman Cavalry.  It rolled the 1 in 6 result!

In the centre battleline a Pyrrhic phalangite is lost.

A Pyrrhic phalangite is lost. in the centre.

The game now lasts 6 turns.  It is the end of turn 6 and the last die roll of the game is the roman cavalry melee with the Elephant - the cavalry rolls badly and routs.  Elephant does pursue this time.

The game is a draw - neither side panicked (reached their breakpoint) and neither side has lost two times the units of the other.

End game - Pyrrhic units on the left of the white line, Romans on the right.

Verdict
I like the rules, even after one game.  The reactions system flowed faster as it no longer needs dice rolls, phalanxes are not so easily defeated and the revised combat table (where if one side is depleted, the other will tend to be disordered) seems to better balance battleline clashes.  Less modifiers also helps.
But it is a step too far - some of the rules changes I liked, but the rolls in reactions helped with solo play by adding in some uncertainty.
I have revised Ancient Battlelines Clash into version 3 with some minor changes to fix some of the niggling issues I had with the existing rules that led me to create this mashup of rules. So not wasted as helped me shape what ABC version 3 should be. I am hoping to post the ABC Version 3 rules in 2019 and play some games.

Sunday, 1 December 2013

Heraclea replay with Axe and Arrow and overview of the rules

Introduction
I am replaying Heraclea with different ancient rulesets on a 2'x2' table looking for a fast play set (under one hour).   This is game 17. Axe and Arrow.  Never heard of it until it showed up on eBay in early 2013.  Being an avid rules collector but also a cheapskate, I bid low and got it.  It looked interesting as the combat system has an unusual mechanism of forcing casualties to be taking form the left flank/right falnk or centre of a unit.  Bases behind a destroyed unit assist to shore up gaps.  See the overview below for more details.  It did seem it was geared for a larger table but I have used rules before that were unit based and for larger tables.  Infantry units are set at 8 bases and cavalry at 4 base, so I should be able to fudge it to get some decent units on the table.
 
This replay is a bit detailed to show how the rule mechanisms work, and if these are rules you may like.

Rules Overview
Axe and Arrow by Brian Harris and published in 1977 by Little soldier games.  24 A5 pages with green thicker cover pages. 1 A3 reference chart that has all the missile, melee and morale tables on it (that are not in the rulebook).  Designed for 15mm figures on a table at least 4'x5', uses centimetres and a d10.

Summary
Bases are formed up into units.  There are no command and control rules, deployment, points or examples of what a historical base may be (it is up to you to figure out).  Bases are the normal troop types - light medium or heavy infantry or cavalry.  Each troop type also has a combat value, morale value and movement rate (varies from 10cm to 20cm; 30cm for cavalry charges).   Missile fire may result in a morale check, failure cause advances or retreats.  Occasionally a base will be removed.  Melee results in possibly one base being removed from each side - the results table states where form in the unit - left flank, right flank or centre.  If there is no unit directly behind in a rear rank to fill the gap, the unit routs.  Units that remain in contact perform another melee. There is a second combat phase where un-moved units may missile fire, and units in contact melee again twice.  There are no game end rules.

Units
Bases are 30mm wide and are formed into units; 8 for infantry, 4 for mounted units.  Infantry and cavalry are classed as light, medium and heavy; chariots and elephants as light or heavy. Each unit has a command base.  Each unit has a morale value between 6 and 9, depending on the unit type (light infantry and cavalry is 6, heavy cavalry and infantry is 9). Notes in the back suggest you could increase or decrease morale by one to show elite or militia values.  Each unit has a combat value from 1 to 6 e.g. heavy infantry 3, heavy cavalry 5).

Sequence of play
  • initiative
  • formation changes
  • missile fire
  • movement
  • combat
  • second combat/missile/move
  • morale test
Initiative
Roll 1d10 each; higher roll is Player A and goes first in all subsequent rounds of the turn.

Formation changes
Units that change formation cannot move. The command base does not move and the rest of the bases move into a different formation.
A valid formation is any formation so long  as all bases are touching and directly in line (to the flank or front to back).  There are a number of special formations, for example:
  • March (single file) for extra movement but penalised for missile attacks.
  • Phalanx (minimum of 3 deep and 2 wide) moves 10cm per turn but each base adds +1 to the combat value.
  • Skirmish (only light infantry, cavalry and chariots) spread out bases 1cm from each other.  May retreat from combat, worse in melee but hard to missile fire at.
  • Wedge (1 base in front, 3 bases behind, any other even further behind) - melees with all four bases.
  • Legion (3 or 4 bases wide with one other rank in the rear) - bases may move laterally to fill gaps from casualties.
Missile fire
Missile is 45 degrees to the front; chariots and elephants all round.  Units may fire over intervening units.  Long ranges are 5cm for javelins and pila, 15 for a mounted archer, 20 for a foot archer.   There is a short range which is quite a lot shorter.  The firing player rolls a 1d10 per unit and add adds some modifiers (e.g. +1 at long range, -1 per base under full strength, +3 Versus skirmishers, -3 Versus flank).  Results are:
  • Target must undertake a morale check
  • Target must make morale check and is now unshielded (this is the pila result)
  • Target must lose one base and take a morale check
The Missile Morale check table is different to the Melee Morale check table.  If you roll less than your current morale value, you are fine.  Roll equal and retreat 5cm; 1 and 2 above is uncontrolled advance while 3 or more is a rout.

Movement
Movement rates are quite generous, e.g. 15cm for Light infantry, 10cm for heavy infantry, 20cm for heavy cavalry.  Movement is reduced for rough terrain and increased for roads. Any unit that moves within 1cm of another unit must move into combat.  No move than 2 units can attack another unit and those two units must be of exactly the same troop type.

Skirmish units can interpenetrate other units.  any other unit may not voluntarily do so but if a morale results forces them to, the stationary unit is disorganised.

Cavalry and chariots have an longer charge move in a straight line only, mostly 30cm.  Units do not have to charge to get into combat (except Elephants and Chariots must do so), but a charge gives a bonus to melee.  A target unit cannot be subject to both charging units and advancing units in the one turn.  Failed charges (due to evades) see the charger disorganised. Charge melee are done immediately on contact  - it is just like one round of combat (see below) with the chargers getting +3 combat bonus.  Also, after combat resolution, the defender must make a morale check. Chargers may pursue retreating/routing units.

Movement is in straight line with up to 3cm to either side.  A unit may wheel and the wheeled movement is subtracted from the total move.

Elephants have special move and charge rules revolving around morale checks.

Combat
Each side adds up the combat values of the bases that are allowed to participate in melee (those in contact).  The attacker (or person whose turn it is) subtract the defender's total from their own (may be negative). Then the attacker rolls 1d10 and adds or subtracts a number of modifiers (e.g. +1 for shields, +1 for spears, +2 defender disorganised).  Cross reference the modified die roll against the final combat value on the combat table.  This is where it gets interesting.  The result says whether one base goes for the attacker, the defender, or one each - and from where in the unit - right flank edge, left flank or centre. The front base is removed from the relevant place in the unit and the base behind it moves up to fill the gap.  If there is no unit behind, the unit routs (2 moves to the rear and disorganised). Removed unit do not have to be in contact.  So multiple ranks are really really important.  This is the bit that got me wanting to play the game.

For large combat differences, one side will likely retreat, occasionally both. The victor may advance. If both still in contact, a second round of melee occurs exactly as per the above.  And the end of the second round it both units are in contact, a morale check is undertaken by both sides.  For the combat morale check, rolling under the morale value is fine, equal to morale value is an advance and rolling over your morale value is varying worsening retreat options. At this stage, cavalry may optional break off from combat.

The rules also cover if two units are in contact.  A maximum of two units can be in combat with one unit  and a unit of the same troop type may move to the rear of a meleeing unit to provide replacements, but will suffer the same morale effects as the meleeing unit.

A routing unit can check morale to see if it stops and is no longer considered disorganised.

Second combat
Units that have not moved and not in combat may conduct missile fire. Units that have not moved and are not in combat and do not conduct missile fire here may move up to 5cm, possibly into contact.  If they do move into contact, perform melee as above.  Units in contact at the start of the second combat round perform melee again!

A unit may therefore participate in 5 melees in one turn - charge, melee, still in contact melee, then  second combat phase and if still in contact melee, if still in contact after this melee again.

Bits you will not find
There are no rules for deployment, points or terrain setup. There are no examples of a unit type - so you only find out that spears make a difference by looking at the melee modifier table, they are not mentioned anywhere else.  There are no examples of play.

Other bits
There are also rules for war machines and elephant rampages.

End notes
The rules seem more of a framework than actual rules.  This is lucky as the author states this at the end of the book.  With no examples of any sort I had to read and re-read sections to try and determine how the rules were supposed to play.  And the fact some of the important rules were distributed into other sections. 

My changes
I made the light unit only half the unit sizes or the table would not be able to hold them all! There are no defined victory conditions so I will declare victory to the side that causes the other side to lose 50% of their units - 4 units for this game.

Troops
Romans
1 unit of 4 Leves: Light Infantry, javelin
1 unit of 8 Hastati/Principes: Heavy Infantry, pila, shield
1 unit of 8 Triarii: Heavy Infantry, spear, shield,+1 morale
1 unit of 4  Light Infantry: Medium Infantry, javelin, shield
2 units of 4 Heavy Cavalry: Medium Cavalry, spear, shield
1 unit of 2 Light Cavalry: Light cavalry, spear, shield
 
Epirot
1 unit of 8 Hypaspist: Heavy infantry, pikes, shield, +1 morale
1 unit of 8 Pikes/Hoplites: Heavy infantry, pikes, shield
1 unit of 4 Light Infantry: Medium Infantry, javelin, shield
1 unit of 2 Skirmishers: Light Infantry, javelin
1 unit of 4 Heavy Cavalry: Heavy Cavalry, spear, shield, +1 morale
1 unit of 2 Light Cavalry: Light cavalry, spear, shield
1 unit of 4 elephants: elephant
 
Deployment
Similar to other games following my standard deployment but with a lot more bases.

Deployment with a lot more stands than normal.


A word of formations that units will start the game in:
  • Light Cavalry and Light Infantry on both sides are in Skirmish order - this means they can retreat before combat.
  • The Legionaries are in Legion formation - they can move bases laterally to fill the gap.
  • Pikes and Hypaspists are in Phalanx formation - moves only 10cm; each base in melee adds +1 to the die; considered to be flanked when fired on.
Turn 1
Normally roll for initiative but, as for all other replays I will give it to the Romans on the first turn.

Formation changes
None.

Missile
None.

Movement
Romans:
No charges (charges are done first)
Leves advance 15cm and behind them come the Legionaries.  The Triarii wheel (no restriction on wheel angles but only one wheel a move).
Light Infantry and Light cavalry advance a bit.

Epirot:
No charges, although the Agema charge rate is 30cm and would get very close to the Roman Heavy Cavalry.
Agema and Elephants advance about halfway down the flank.
Skirmishers advance slightly to within 5cm of the Leves.  This puts them in short range
Pikes and Hypaspists move to directly behind the Skirmishers. I read the rules and Skirmishers can retreat with no effect through other units, so no problems with being close behind..

Combat
None.

Second Combat
Unmoved units may missile fire or move 5cm; units already in melee do another round of combat.
No moves, fires or continuing combat.


End of first turn with movements.
Turn 2
Romans have initiative (a d10 roll off).

Formation changes
None

Missile
Romans fire first and I hit the first snag.  The d10 roll is modified by +3 for firing as a skirmisher, and +3 for firing at a skirmisher.  As Javelins can only hit of a 5 or less, they will never hit with a +6 modifier. The Epirot return fire will not be much better as foot bows require a 7 so will actually hit on a 1.  I make an off-the-cuff decision to ignore these modifiers for skirmishers Vs skirmishers. It feels right and will ensure that skirmish Vs skirmish missile fire will be as deadly as non-skirmish Vs non-skirmish.

Leves fire at Epirot Skirmishers rolled a 7 +1 long range (1 to 5cm is long range for javelins) =8.  Miss.
Epirots return fire but they are at short range (bow short range is 0-5cm). Missed.

Movement

Roman charges:
One Roman Heavy Cavalry units charge into the Agema  Why?  Units get a bonus if THEY charge, while the receiver will not.   I did charge the Elephants with the other unit and started to resolve it until I saw the bit at the end of the Elephant section stating Cavalry cannot charge elephants.  It was not too late to put things right so I moved the other roman cavalry back.

The Agema (left) charged by the Roman heavy cavalry.

Roman chargers resolve combat now.

Heavy cavalry Vs Agema:
Heavy Cavalry: Each base has a combat value of 5, +3 charging +1 carrying shield = 9 per base
2 bases in contact = unit combat value of 18
Agema: Each base has a combat value of 5, +1 carrying shield = 6 per base
2 bases in contact = unit combat value of 12
Difference is +6.
Heavy cavalry roll a 4 that inflicts a C* result on the Agema translating into lose a base from the centre and the * is Agema retreats 5cm. Romans may followup and do so.  When charged, the defender must check morale regardless at the end of charging combat.  Agema pass. Their morale is normally 9 but I have made them elite, meaning the morale is 10, they will not fail morale except an equalling your morale on the melee table forces you to advance 5cm.  There will be another combat in the Combat phase.

Epirot Charges:
Elephant charges the other Roman Heavy Cavalry unit.

The other unit of Roman heavy cavalry charged by Elephants.

Elephant Vs Heavy Cavalry:
Elephant charging is handled a special way - firstly enemy takes a morale check with a +2 modifier. Roman morale is 8, rolled a 5+2=7. Low is good.   OK.  If passes, the Elephant pass through the unit and loses a base (if they had failed the morale check, cavalry would have lost 2 bases and routed).    The elephants are now out of control and randomly move each turn.

Roman moves:
Now I've read the rules more and no voluntary interpenetration - only skirmishers can retreat through other units without disorganising the other unit.  Ah well, the skirmisher battle is on!

Leves move into javelin short range of the Epirot skirmishers.
Legionaries move as fast as they can (10cm) behind them).
Triarii no longer have to help the left flank so advance.
Roman heavy cavalry (the elephants passed through) advance up the left flank also. They turn near the end of the move (units can turn anytime but only once)


Epirot moves:
None really available

Combat
Roman Heavy Cavalry Vs Agema:
Heavy Cavalry: Each base has a combat value of 5, +1 carrying shield = 6 per base
2 bases in contact = unit combat value of 12
Agema: Each base has a combat value of 5, +1 carrying shield = 6 per base
2 bases in contact = unit combat value of 12
Difference is +0
Heavy cavalry roll a 4 that inflicts a C*/C or both lose a centre base and Roman Heavy Cavalry retreat 5cm.  Agema advance.
A combat round consists of two melee calculations if the units are in contact after the first melee calculation.
Round two:
Heavy Cavalry: Each base has a combat value of 5, +1 carrying shield = 6 per base
2 bases in contact = unit combat value of 12
Agema: Each base has a combat value of 5, +1 carrying shield = 6 per base
2 bases in contact = unit combat value of 12
Difference is +0
Both lose a base from the centre.

What is left of the Agema/Roman cavalry battle.  The next combat sees them both rout.

Both sides now must take a morale check as still in combat. Both pass.

Second Combat
Epirot did not move so may missile fire again and score a morale check on the Leves; they pass it.

No other units move.

Close Combat round (up to 2 melees!) for units in contact.

Roman Heavy Cavalry Vs Agema with +0 combat difference. Both lose a centre base and both have no unit behind it to fill it in so both rout.  Both rout off the table.  And this is where I notice that buried in the Morale section of the rules is the rule that a units morale drops by one for every base lost.  This is important as the Agema, starting morale 10, would have check morale at 8 rather than 10 earlier (they still passed, it just would have been harder).

End of turn 2

Turn 3
Romans have initiative

Formation changes
None.

Missile
Roman Leves at Epirot Skirmishers. Morale check that the Epirots pass.
Epirot at the Leves cause the Leves to lose a base an morale check that they fail by 5 that is a "rout 3 moves" result".  The lost base also caused them to rout as they are in one line and have no replacement.  As they are routing 3 moves and that will take them off the board, I will simply remove them.

Movement
Roman charges:
Only mounted units can charge so Roman cavalry charge the Epirot Skirmishers.  Skirmishers cannot retreat from a charge, only an advance (i.e. infantry).

Resolving melee:
One base each in contact: Cavalry is 5 +1 shielded +3 charge =9; Skirmisher is 1. Difference is +8.  Both lose a base, both retreat 5cm.  Skirmishers rout as have no second line base to replace the loss.  Skirmishers also need to take a morale check  That they lose by 3 (morale level is 6; rolled 8 +1 for one lost base = +3) and so rout for two moves.  Will remove them too as this will take them off the table.

The battleline face-off with the skirmishers cleared out of the way.

Epirot charges:
None


Roman moves:
Advance into contact with the Hypaspists, and a lone base on the pikes.  Note that if two units are in melee against one unit, they must be of the same type (in this case, both the pike unit and Hypaspists are heavy infantry).
Triarii wheel and advance.

Epirot moves:
Elephant charge in a random direction that happens to be forwards right and off the table.

Combat

Roman Legionaries Vs Hypaspists and Pikes

The battlelines clash.

Romans throw pila and have a +3 modifier as pikes count unshielded against missiles and also are 3 ranks deep (+1 per extra rank).  Result is pikes count as unshielded in combat (the only pila result). Note that I counted both Pike and Hypaspists as unshielded when it should have only been one unit -the Hypaspists. 
Romans: one base combat value is 3 +1 shields =4 with 4 bases is 16.
Epirot:  one base combat value is 3 +1 pikes and no modifier for shields =4 with 4 bases is 16.
Difference is 0.  both lose a centre base (for the Epirot, the unit with the most bases in combat loses the base, in this case the Hypaspists) and the Romans retreat.  Both Epirots advance (if they did not, they would not be in combat and the roman Heavy cavalry could then charge the pikes).

Second melee calculation.
Difference is +0,  result is both lose a centre base.
Locked in combat, both take a morale check (Hypaspists and Romans at -2 due to losing two bases).  Both pass.

Battlelines after one combat round - white rectangles are the bases removed during the combat

Second Combat
Legionaries Vs Pikes and Hypaspists:
Difference of +0; both lose a centre base and Epirot retreats; Romans can move over one base laterally to fill gap.  Hypaspists cannot and have no base behind them so rout.   Pikes retreat.  Romans do not pursue (the Cavalry can get them next turn!)

End of turn 3.

Turn 4
Romans have the initiative,  as they have had each turn this game.

Formation changes
Roman Legionaries reorganise into a unit with only three bases wide and 2 bases in the second rank. Legion formation bonus of laterally filling in bases is only available if 3 or 4 bases wide.

Missile
None

Movement
Roman Charge:
Roman Heavy Cavalry charge the Pikes.

Roman Cavalry combat value for one base is 5 +3 charging +1 shielded = 9 with 2 bases is 18.
Pikes are 3 +1 phalanx +1 shielded = 5 for 2 bases is 10.
Difference is +8. Result is lose a centre base each.
Pikes pass morale check.

No other moves.

Combat
Roman Cavalry combat value for one base is 5 +1 shielded = 6 with 2 bases is 12.
Pikes are 3 +1 phalanx +1 shielded = 5 for 2 bases is 10.
Difference is +2. result is lose a centre base each and Cavalry retreats.
Pikes advance.

The sorry lot that passes for a battleline of each side

Note that legionaries are not in the combat even though in contact as only one type of unit may be in combat with another unit.

2nd melee calculation:
Roman Cavalry combat value for one base is 5 +1 shielded = 6 with 2 bases is 12.
Pikes are 3 +1 shielded (no longer phalanx as not at least 2 deep; this should have applied earlier to Hypaspists too) = 4 for 2 bases is 8.
Difference is +4. Result is  Pikes lose a left flank base and Romans lose a right flank base (luckily the only second rank base is on the right flank).  No retreats so both do a morale check at -2 for lost bases. Epirot pass, Romans fail by 3 so rout 2 moves that will be off the table .


Second Combat
Pikes and Legionaries:
Romans throw pila and pikes are unsheilded.
Romans are combat value 3 +1 shielded = 4.  Only one base in contact.
Pikes are combat value 3.
Difference of +1; result is both lose a centre.  Pikes have no second rank so rout.

Epirot have lost 5 units and so I call the game for the Romans.

End of the game - not may of the Epirot left.
Verdict

The rules are definitely more of a framework than a complete set of rules.  The removing bases from left, right or centre did not pan out as exciting or as different as I thought it may be.  Especially as the most common result is a centre loss.   I did not mind the rules overall and it has some interesting tactical subtleties (such as the difference between charge and advance).  I think there are better and clearer unit games with base removal for small games (Mighty Armies comes to mind).  I would play them again as they are okay and do produce an interesting game.  Especially now that I have read some sections of the rules at least ten times to figure out the meaning :-)

Wednesday, 27 November 2013

Heraclea Replay with Fast Play Ancient Warfare (Terry Gore)

Introduction
I am replaying Heraclea with different ancient rulesets on a 2'x2' table looking for a fast play set (under one hour).  This is game 16. I came across Terry Gore's Ancient Warfare (and Fast Play version) in 2001 and thought it looked like a good set to try out.  I had only discovered Armati about a year or two before.  I was also not playing much miniatures at that stage.  For the next 8 or so years, the 10 or so games were all Armati.  But I also had Ancient Warfare in the back of my mind.  When I set upon testing out potential new rules, Ancient Warfare was one I put near the top of the list.  After nearly 4 years, I am looking forward to playing with these rules.  Even if they don't work out, I will be glad to have given them a go.

I believe the fast play versions of the rules and army lists are available in the Files section of the SAGA Warfare Yahoo Group (you will need to join).  I joined recently and they are there, not sure if they are the same version I am using but likely close enough.  The non-fast version is out of print, although the Medieval version of the rules - Medieval Warfare - has been re-released.

A review of Ancient Warfare can be found in the description at the boardgamegeek Ancient Warfare page.

I am using the Fast Play version as I am searching for fast  play rules after all..  I have not read all of the full Ancient Warfare for years but the Fast Play is designed to play on a smaller table (yay!) and in the words of the FPAW introduction:


...you only have a single general with a more generous Leadership Ability. We are also using just the de facto WRG basing here - no alternate basing. There is no Strategic Movement, no ambushes, no flank marches, no Supply Units, fewer special formations, a simplified movement table, a more concise missile fire table, an abbreviated close combat table, no Advanced Rules and no naval capability. Unit sizes are set at 1-4 stands for mounted and 2-6 stands for foot. No optional rules are included...
 
Note that this replay is a bit detailed to show how the rule mechanisms work, and if these are rules you may like.

Troops
Romans
4 Leves: SI, Warriors, Irregular, javelins, 2 figures
8 Hastati/Principes: HI, Warriors, Trained, Pilum and shield, 4 figures
4 Triarii: HI, Veteran, Trained, Spear and shield, 4 figures
2 Light Infantry: UI, Warriors, Irregular, javelins and shield, 3 figures
4 Heavy Cavalry: HC, Warriors, Trained, Spear and shield, 3 figures
2 Light Cavalry: SC, Warriors, Irregular, javelins and shield, 2 figures
1 Stalwart General: HC, Veteran, Trained, Spear and shield, 3 figures
Breakpoint: 2 units (divide total units by 3, rounded up)

Each type of stand is combined into one unit.  The general is his own own unit.
 
Epirot
6 Hypaspist: LAI, Veteran, Trained, Pike and shield, 4 figures
6 Pikemen: LAI, Warriors, Trained, Pike and shield, 4 figures
3 Hoplites: HI, Warriors, Trained, Long Spear and shield, 4 figures
2 Light Infantry: UI, Warriors, Irregular, javelins and shield, 3 figures
2 Skirmisher: SI, Warriors, Irregular, bow, 2 figures
1 Agema: HC, Elite, Trained, Spear and shield, 3 figures.
2 Light Cavalry: SC, Warriors, Irregular, javelins and shield, 2 figures
1 elephant: El, Warriors, Irregular, javelins, 4 figures
1 Exceptional General: HC, Elite, Trained, Spear and shield, 3 figures
Breakpoint: 3 units

Each type of stand is combined into one unit; the General is combined with the Agema into a single unit.
 
Deployment
Similar to other games following my standard deployment but units have a little more depth and width due to the rules:
Deployment. Epirot on the left, Romans on the right.

Note that each side has a priest (allows any one roll per turn to be re-rolled) but have chosen not to deploy the priest on the table and assume they survive the entire game.  I also forgot to use the re-roll the entire game! This would have helped occasionally.
 
Turn 1
Normally there are no orders on turn 1 and units move simultaneously before moving on the full sequence in turn 2.  But that is for a 4'x4' table, my game is only 2' deep and the units are a lot closer together, so I will start with the full game sequence on turn 1.

Orders
Armies have 2 orders available each. Exceptional Generals (Pyrrhus) gives an extra 5; Stalwart generals (Laevinus) give 3.
So Epirot will be able to order 7 units while the Romans only 5 units per turn.  Orders are given to individual units - there is no grouping of units.  Units without orders can do nothing active except shooting.

Orders are placed simultaneously.  There are dummy orders available per turn but I will forgo them, playing solo.  Also, there is no command range.

Epirot:
Agema: Advance (move forwards at least 1/2 move, may wheel 45 degrees at start of move)
Elephant,Skirmishers, Hoplites, Pikes, Hypaspists, Light Infantry: Advance
Light Cavalry receives no orders

Romans:
Leves, Hastati/Principes, Triarii, Light Infantry, Light Cavalry: Advance
Heavy Cavalry: no orders

Initiative
1d6 each - Romans win.

Charge
No charge orders

Move
Initiative winner chooses whether to go first or last in moving. 
Romans decide to move first to get involved with the pikes while the heavy cavalry will be further back.  Leves will move a fair distance and so hold the Epirot battleline from advancing very far.
Movement is done from one flank side to another (player choice).

Romans:
Romans start on left flank.
Leves move 4", not the full 6" they are allowed.  Why?  On the assumption the Epirot Skirmishers and Pikes have advance orders (I am playing with a split personality!), they must move at least 1/2.  If the Leves moved 6", they are only 2" from the Epirot Skirmishers that would have to advance into combat with the Leves.  And the Pikes would also be about 4" (the heavy infantry movemen rate) from the Leves too.  So they move 4" and are 3 and a bit inches from the Epirot Skirmishers, so they can advance 1/2 if that is the order they have.

Hastati/Principes move, Triarii wheel 45 degrees and move slightly towards the left flank (as per most replays to beef up the left flank).
Light Cavalry and Light Infantry move 6" (Light Cavalry could move 10" if it wanted to).

Epirot:
Start on right flank.
Agema moves maximum (8") as does the Elephant (6").

Skirmishers move 3" and are now less than 1" from the Leves.
Hoplites, Pikes and Hypaspists move their full 4".  Light infantry moves 3".

There is a lot of tactics available here. Do I move the Epirot main battleline the full 4" so they are now about 4.5" from the Hastati?  Or move them 2" so they are 6.5" away?  It all depends on who get the first move next turn (which is unknown, based on a die roll).  This initiative roll at the start of each turn is taxing my brain after so many ancient rules without one! [My own ww2 rules I use have an initiative roll at the start of each turn too, but not the same turn sequence as Ancient Warfare].

Missile Fire
Simultaneous. Work from one flank to another decided by player with initiative.
 
Leves fire at the Epirot Skirmishers: To hit is 7 -2 unarmored +1 move and fire +1 2 figures/stand +2 target is SI = 9+ required to hit (on a d10).  Roll per stand in the unit i.e. 4 times.  No casualties.
Epirot return fire for the same to hit.  1 casualty.

Close combat
None.
 
Recovery
None.

End of turn 1.

Turn 2
Orders
Epirot
Agema: Charge.
Elephant: Advance.  But note I forgot this and thought I gave them charge orders which ended badly (which is why they had advance orders!)
Charging is variable movement, so Elephants are 6" from the Roman Cavalry and have 3"+1d6" charge move (compared to 6" advance move).  Charging gives a +1d6 modifier in battle so is worth it, although Elephants will disorder cavalry so maybe I will skip charging and just advance. I spent a little while looking through the rules to see if you could just advance into combat.  It is not explicitly stated in the fast play rules (it is implied in the close combat section).  However, the full rules are very clear and state (in the close combat section) you may advance into close combat.
Skirmishers: Retreat (to allow the phalangites to charge but forgot that charges happen first so could have been given no orders)
Hoplites: Advance (there is nothing for them to charge)
Pikes, Hypaspists: Charge
Light Infantry: Defend (in case they are charged)
Light Cavalry receives no orders.

Romans
Leves: Defend
Hastati/Principes: Defend.
The Pikes are likely superior and so I will not charge - let the Leves knock a casualty or two off first.   I was tempted to do a deploy order and lock shields but if I was charged this would not happen. So defend it is and they will get a bonus for combat and morale.
Triarii: Advance.
Light Infantry: Defend.
Light Cavalry: no orders (Cavalry cannot have Defend orders)
Heavy Cavalry: Charge (they get a bonus to charging and cannot escape)
General: Advance.

Initiative
Romans win.

Charge
Reveal charge orders and done from one flank to another, chosen by initiative winner.
Start with left flank (no reason).
Chargers are: Roman Heavy Cavalry, Agema, Pikes, Hypaspists.
Agema is closest to the flank.  Charge move is 5" + 1d6" =6".  Roman Heavy Cavalry is just under 3" away. They charge and align stands.
Roman Heavy Cavalry count as charging.
Elephants now have nothing to charge due to the Agema and Roman Cavalry lining up - oops. They charge 3" +1d6" sees a 9" charge.  This disorders the Elephants (charging that do not contact the enemy end is disorder).  Luckily the Elephants are within 3" of the Roman Cavalry so disorder them too. Note the elephants did have advance orders that I thought was charge.


Roman left flank after charge moves.

Pikes roll 1" +1d6" and get 7" and charge the Leves.  Leves retreat. Skirmish Infantry can override their orders and retreat from non-skirmish infantry.  (roll 3"+1d6 for 9" move, must about face and retreat at least half - move them around 4.5"). They cannot missile fire before retreating as armed with javelins.
I could not find it in the rules but assume as the Skirmishers retreat that I can keep charging, straight into the Romans.

Hypaspists get 2" in total.  They would have failed to even contact the Leves.  Disordered for failing to reach the enemy.  So now we have a change in fortune - only one pike unit against the Legionaries, not two.

Move
Triarii advance to contact the Elephant, it is close enough and it is a flank attack! Elephants get another disorder for a flank attack and are fragmented.  One more disorder and they rout.

The elephant gets flanked.


Hoplites advance 4" and are close enough to move to help the Pikes next turn.

Roman general advances and attaches to the Hastati/Principes.

Missile
None

Close Combat
Well, I am looking forward to this.  The rules have been great so far so I am hoping melee does not disappoint.

Combat starts from one flank chosen by the initiative winner.  Start with right flank to get the two combats likely to go in the Roman's favour out the way first (Vs Pikes and Vs elephant) before the Agema Vs Heavy Cavalry battle.

Hastati/Principes Vs Pikes

The Hastati/Principes in battle with the phalangite unit.

Combat factor = Random roll + morale + opponent's armor + weapon + some modifiers.
Casualties = combat factor times number of stands that can fight, then divided by 10.  Fractions are rolled for to see if there is an extra casualty. 

Random: roll 1d6 each and higher adds difference to his factors.  Epirot wins by 4. The lower roll has a random factor of 0.

Epirot = 4 (random result) +0 (Warriors) -1 (Vs heavy armour) +2 (Pikes first round) +2 (1/2d6 for charging)  +1 (4 figures per stand) -1 (Enemy defend orders)  +1 (deeper than opponent) = 8 * 6 stands (up to 4 pike ranks count) = 48.
48/10 = 4 casualties with 80% chance of causing one more (8 or less on d10).  Yes.  5 casualties inflicted.

Roman = 0 (random) +0 (Warriors) +1 (Vs light armor) +3 (pilum first round) +2 (general) +1 (4 figures per stand)  +1 (wider formation) = 8 * 8 (up to 2 stands) = 64
64/10 = 6  +40% chance of one more. No.  6 casualties.

Epirot: 1 stand lost and 2 others figures marked as a casualty.  Pushed back 1" but can only retreat 1/2" as Hypaspists behind (when it lined up against the Romans it slipped over slightly).  That is bad.  One disorder for the pushback, and another disorder for not being able to pushback full distance.  Pikes now fragmented.  One more disorder and routed.  They must also take a morale check as lost a stand.  Warriors are a 4+ on a d10; rolled a 5 but -1 lost one stand -2 for 2 disorders, +1 visible general within 6" (he is just) = 3.  Failed by 1 and morale result is halt and disordered. Already fragmented so next disorder causes them to rout. Rout distance is 3" and they move through the Skirmishers and Hypaspists, disordering the latter so Hypaspists are now fragmented. Note that the Pike unit should likely have been destroyed rather then keep routing but only realised this at the end of the battle. Interpenetration disorders BOTH units, and I only disordered the Hypaspists here.

Romans: 1 stand lost and 1 figure marked as a casualty.  Morale check required as lost a stand; need a 4+, modifiers are +2 pushing back, +2 general, +1 defend orders. Rolled a 5, they are fine.  They do not pursue as they had Defend orders.

The centre battlefield after the Phalangites are pushed back and rout.

Epirot units within 6" of routing Pike units need to take a morale check:
Hypaspists: Rolled 3 -1 unsupported = 2.  Needed a 3 (Veteran).  Failed by 1 is Halt disordered. Already fragmented so rout!  They rout 6" which means they interpenetrate the Pikes.  According to the rules, they are both disordered.  As they are already routed, I am not sure what the effect is.  It is implied in the full rules that the next stage is destroyed (ie. there is no chance to roll a morale check and stop the rout).  I will destroy both.
Skirmishers: rolled a 6.  OK.
Hoplites: Rolled 1 +1 general in 6 -1 unsupported = 1.  Needed a 4 (Warriors); failed by 2 is Retreat disordered. retreat distance is 4".
Light Infantry: rolled 9. OK

I now need to do a morale check for the Hypaspists routing:
Skirmishers: passed.
Hoplites: passed.
Light Infantry: passed
Light Cavalry: Failed by 3.  Retreat fragmented.  They retreat off the table.

Romans also need to perform a leader check for the general being in a combat with casualties. A 1 on a d6 will see the general killed. Rolled a 1. Oops. Note this is an example where the priest re-roll I forgot would have been handy.
Morale check on all units:
Light cavalry: 9 -1 unsupported = 8. OK
Light Infantry: 9. OK
Leves:  4 +1 Defend orders =5.  Needs a 4.  OK.
Hastati/Principes: 4 +1 Defend orders -1 one stand lost =4.  Needed a 4.  OK
Triarii: 4 -1 unsupported =3.  Needed a 3 so OK
Heavy Cavalry: 5 -1 disorder -1 unsupported =3.  Needed a 4. Failed by 1 is Halt disordered.  They are already disordered so they are now fragmented.

Note: unsupported means you fail the criteria for being supported.  To be supported you need friendly units within 3" in 2 out of 3 of rear, left or right flank

I am fascinated by how much has gone on and I am not even finished turn 2 yet.  While there is a few things going on, I am getting the swing of the modifiers and the process.  Fun times!

A picture just to show how much disorder, fragmentation and routing has gone on in one turn.

Triarii Vs Elephant
Random: Triarii wins by 3. Elephant has 0 as it is a flank attack. elephant does not fight back in a flank attack.  Must move to face if they want to fight back.

Triarii = 3 (random result) +1 (Veteran) -1 (Vs elephant) +2 (Long spears first round)  +1 (4 figures per stand) +1 (Better order (ordered Vs fragmented)) +1 (Deeper than enemy) +1 (wider than opponent)=  9 * 4 stands (up to 3 long spear ranks count) = 36. Double for flank attack = 72.
72/10 = 7 casualties inflicted. An elephant counts the equivalent of 4 figures, it is removed.

Nothing in the rules about pursuing a destroyed unit rather than a routed one.  Pursuing would not be great in this instance but would not make sense not to pursue so Triarii pursue but only to where the elephants were.

Epirot Morale checks for routed unit within 6":

Agema: 1 +2 general with unit -1 unsupported -2 enemy (Triarii) within 6" and facing flank = 0. Needed a 2 (Elite). Failed by 2 that is retreat disordered. General is with the unit so suffers same fate. Retreat is 11".


The Roman left flank.  the retreating Agema and General can be seen in the distance.

The Epirots have lost 3 units and so victory to the Romans!

End game.
Just for interest, here is how the Epirot unit's morale deteriorated:

Pike unit
  • Disordered due to pushback in combat.
  • Fragmented as could not pushback full distance due to Hypaspists blocking the way.
  • Routed due to morale check due to losing a stand in combat.
  • Destroyed due to interpenetration with routing Hypaspists.
Hypaspists
  • Disordered when failed to contact with a charge.
  • Fragmented due to interpenetration with the routing Pike unit.
  • Routed due to failed morale check form seeing Pike unit rout.
  • Destroyed due to interpenetrating with Pike unit while routing.
Elephant
  • Disordered when failed to contact with a charge.
  • Fragmented when contacged in the flank.
  • Destroyed due to casualties from melee.

Verdict
Two turns.  Wow.  Another set of ruleset hat did not quite play as I expected (faster, and I did not know morale would play such an important part).  Of course, part of the speed was that the units should be further apart and on a wider table. So maybe on a larger table the units would not disappear as fast.  And if I had remembered the one turn re-roll somethings may have lasted a bit longer. Still, I had loads of fun with these rules.  Not full old school, but definitely comprehensive and detailed, bit of micromanagement, special rules here and there but streamlined enough to make it play fast. My writeup may not have done the streamlining justice but there are only a few tables - morale, missile, melee, disorder events - and about 10 or less modifiers for each. I also think I have not done these rules justice by playing on a small table and only playing once. It is a shame these rules are not played more.  On a bigger table, I would definitely play these rules again. The rules tinkerer in me wants to change the rules a bit to make them work on a 2'x2' (it would not be too hard - reduce distances slightly, reduce the number of stands per unit and reduce casualties to match) but I have other rules to play!