Showing posts with label mighty armies ancients. Show all posts
Showing posts with label mighty armies ancients. Show all posts

Sunday, 20 October 2013

Gaming on a Cruise, including Mighty Armies AAR

The Short Story

So I end up going on a cruise with the family. So what do I do - I take some figures to get a game in.  It gets better as the other families I am going with all have gamer dads. Yes, we gamed.  It included:



The Pacific Dawn off Lifou in New Caledonia - it was tough!

The Longer Story
Background
So a female friend of a friend organises to go on a 7 night cruise on the Pacific Dawn to New Caledonia and Vanuatu (from Brisbane were we live) and keen to get others to go.  My wife's best friend decides to go as well so naturally we booked to go as well.  All up there was 31 of us - about 16 children from 5 to 10 years old and 15 adults.  All the dads ( the 6 male adults) that went are gamers of one form or another.  It just turned out that way - some of us had never met, some were acquaintances etc. Most of us had never gamed against one another. We had fantasy role players, War Machiners, boardgamers, ex-WK40K's and me, the historical miniature gamer (although I have a large boardgame past).

We all brought something (although again, none of us actually worked anything out before or even talked about it).  This post is mostly my point of views of the games I played.

The miniature rules
I knew if I took minis then there would be at least one person to play - the guy I play Armati against about once a year was going.  I did take along the Armati rules - just a cheat cheat, I know the rules fairly well I was not going to cart all the rules.  But in case others wanted to play, I tarted up my one-page Mighty Armies Ancients rules.  Simple and yet great fun.  The tarting was upgrading the unit combat values in line with Mighty Armies 2nd edition and modifying a couple of the rules to be in line with the 2nd edition.  I also made sure that just about every rule was covered, or at least had a reference to it to jog my memory,  on the one page. It also had a couple of my tweaks included. I only have the MA and MAA PDFs and did not want to print out all the rules, short as that may have been.


The one page Mighty Armies ancients rules reference.
Note that I was planning to run either or both Intro Armati on 2'x2' (core + 50 points) and Mighty Armies Ancients with 40AP on 2'x2'.

The minis
I was hoping to use a document box to store a couple of armies, the rules, a felt mat and dice etc.  I bought some foam to layer in the box to shock proof the minis

What I had to put together - document box, some foam green felt and a bunch of small terrain pieces.

It turned out that once I put the two layers of 20mm foam with miniatures between them there was enough room for the 2'x2' felt mat and a few pieces of paper.  So I got a small plastic container and put the terrain, dice, rules etc into that.

Things that were more tedious than I thought: 
1. I had picked up a green throw rug from IKEA a few years ago as you can never have enough terrain mats!  I had no used it, so I would just cut out a 2'x2' square.  Felt does not cut as easy as I thought - it stretches a lot.  Next time I would just go with green cotton, although now I have the felt mat, it does have a bit of weight to it which was good.

2. I selected about 40 15mm DBx bases that could form an army of Greeks, Macedonians and early and Late Achemenid Persians.  Making the indents in the foam was more tedious than I thought.  I used scissors and fingers to rip the holes.  I thought it would be easier, but with hindsight it was always going to take a while.

Anyway, everything packed in fine, and there was no damage at all.

How it packed together - document box with figures on right and small plastic container for everything else.
I also packed Family business and Naval War is they were staple games I played in the 80s while wait for people to arrive for games.  I have no played either since about 1990.

The gaming setup
It was a 7 night cruise and 3 days of those was on islands.  The best time we found for gaming tended to be mid to later afternoon - that was when there seemed to be a gap in activities of interest (playing games after Martini Masters may not have been the best idea).  The other time was evening after the main show finished - about 9:00 onwards.  to be fair, we did socalise at this time as well and I think only gamed two nights.  Games longer than 1.5 hours were a struggle.  With so much on, 1/5 hours was about the longest break we got!

Since day one we seemed to have drifted to a standard spot on the promenade deck.  We had smooth sailing the whole trip and the place we staked out was out of any wind.  It was a place all of us knew we could go any there would be someone from our party there.  The tables were a good size - nearly 3 feet round glass tables.

Munchkin and Super Munchkin
I had actually not played either of these.  They form an excellent narrative and I found Super Munchkin (I only played one game of this) fun but long.  These were played in the first few days of the cruise but finishing a game proved difficult for the guys and the only time one was finished was when they started with level 5 heroes.  The "real gaming" started on the 2.5 days on the journey back from Port Vila.

Super Munchkin in action on the promenade deck.
 Star Wars: X-Wing
One of the guys had packed the Star Wars: X-Wing starter set.  I had three games of this - once as each tie fighter and once as Luke.   This game fit perfectly on the round table.  It was loads of fun.  I had played Wings of War about 8 years ago and had a blast with that but I like Star Wars: X-Wing just as much, if not more.  As soon as I came back I scoured the internet looking for the cheapest place to get it but have so far resisted.  I know I am going to break down and get it, the question is just how long!  Christmas is looking like a good excuse....

Family Business
Only one other person was familiar with this game but all that played it wanted to play it again.  It was as good as I remember it.  Fast, full of light hearted revenge and banter-driven.  What more can someone ask for.  I originally had the first edition which had a lot of information on the cards so you never had to refer to the rules.  I lost it and picked up a second edition which is not so good as it just has the heading.  I am tempted to write the description of the cards on the cards - it really makes the game go faster.

Family business in action on the promenade deck (different day to Super Munchkin)

Mighty Armies Ancients
We got in one game.  I had not bothered to write up army lists but had worked out AP points for the various units.  so I just selected what seemed like 40AP of Greeks and Early Achemenid Persians.  From memory the army lists were something like this:

Greeks:
7 Hoplites, phalanx (extra +1 if front and back row is phalanx) and fearless (no drive back)
2 Peltasts
2 Skirmishers
3 Heavy Cavalry

Persians:
1 Immortals
4 Sparabara
2 Heavy Cavalry, with bows
2 Light cavalry, with bows
2 Light Infantry

We played 2 a side but did not split the sides.  I think by the second move everyone had figured out the rules.  I briefly explained the rules and said "I may have left something out, but it will only come to me if it is to my advantage and I can say 'actually, you can't do that'".  So, on about turn 4, they bowfire (shooting I) at the general with a number of troops and I then remember a rule and say "actually, the general has 6 combat value so you cannot actually cause any damage.  I did say that I may remember some rules if they are to my advantage!"

A good move by the Persians sees the Horse archer move to the centre of the field to escape some hoplites on that flank.  On the other flank the pride of the Greek cavalry charged directly ahead into the Immortals and Sparabara.  Two were lost to bowfire, and the other died in the resulting melee. 

The game after about 3 turns.  The greek cavalry on the lower right was wiped out for no losses to the Persians
Meanwhile, the Greek smaller hoplite group and peltasts ganged up on the Persian cavalry and it was lost.  The horse archers tried to rescue them, but they were also lost.  The main battle was set between the main Hoplite unit and the Sparabara unit.  It was very close, one unit dying per turn until finally the Greek general, last base standing, was destroyed.

A bit later on.  The Persian cavalry to the top right was wiped out.  The main battle units clashed in the centre.

Playing the game was so much fun, everyone wanted to play until one side was eliminated.  The Greeks lost, but there was only about 3 Persians left on the table!  The whole game from unpacking, explaining the rules and playing until one side was gone was 1 hour.

One side had lots of bows, and the other side had none.  I used the shooting rules as it was in the rules.  It helped that all the bow-armed units were only Shooting-I.

Other games
3 people tried Naval War but it does not work well with 3, as they found out when the Destroyer squadron turned up early, they could not get rid of it and one player was out on turn 3!
2or 3 people tried out King of Tokyo - from all reports a fun game.
There were a number of games of Sequence going during the cruise.  I did play one game.  You have to think all the time so it is very quiet - not much room for banter.
Strangely no Eurogames.  Which is not a bad thing as I am not really a fan of them!

Verdict
A hoot!  I go more gaming in on the cruise than I have in the last few years.  And a wide range of games too. I was not the most prolific gamer in the group but gave it a good go - some stayed up a few nights to play.  If you ever get to go on a cruise with some gaming mates, you need games that take about 1 hour, and do not take up that much room.  And you can easily play miniatures.  I think if we had got in a game of Mighty Armies at the start, we may have got in another couple games later on.  No matter though as there was plenty of gaming choice available and we all had a great time, both gaming and non-gaming.

Saturday, 27 August 2011

Mighty Armies Ancients AAR - Greeks Vs Persians

Background
Andy (andyfb at TMP) came over for a game of MAA (Mighty Armies Ancients).  I have played it solo twice before refighting Callinicum and Zama.  Andy had the rules for about a week.  Andy used his excellently painted Xyston Greeks and I fielded some ebay acquired Early Archaemenid Persian.
 
Troops
From memory:
 
Greeks - 15 units: 1 Hoplite General 7 Seasoned Hoplites, 4 Peltasts, 2 Thessalian Light Cavalry and 1 Heavy Cavalry.
Persians - 16 units: 1 Infantry General, 1 Immortal, 3 Sparabara, 5 Subject Foot, 2 Heavy Cavalry and 2 Scythian horse archers.
 
Setup
So, first thing - setting up terrain.  How does that work?  I don't know - Zama and Callinicum had no terrain!  To the rules: OK, set up 2 pieces each.  So we both set up 2 hills on the flanks.  Ok, deployment.  I don't know either - I've only used historical deployment.  To the rules again - dice to see who deploys first, and then dice again to see who moves first.  Andy setup first and I moved first.  This poor die rolling was just the start for Andy.

Deployment, Greeks at the top
 
We used the rules from the forum (and I used in the other games) where combat is all the front rank fighting value and rear rank support value (not primary fighter FV and all others support).  Other things quickly decided on where the rules were unclear was that the start and end 90 degree turn allowed in movement does not subtract from  the movement rate.  And reading the rules seemed that whole groups had to line up - not  just at a unit level, but we decided to play the way I have in previous games where you line up only contacted units in a group, which means possibly not all units in a group get to fight.
 

Andy's hoplites.  Slightly blurred which is a shame as they are excellent.  There is a close up of some of the figures later.
 
Note: After a turn, I realised that all the Persian front rank units, except the heavy cavalry and the general, all have shooting.  While it was not my original intent to do so, this gave a lot of shooting attacks and played a significant part of the game.
 
The Game

The Scythians were on the Persian right flank, moved up for shooting opportunities,  No hits.  Greeks responded by charging them with a heavy and light cavalry. Javelins got one horse archers, and combat took out the other one.  Loses: Greeks 0; Persians 2. After one turn.  Combat is fast.  That is one of the fun parts of MAA - in combat, at least one unit will always be destroyed.
  
The happy Greek cavalry after destroying 2 Scythian horse archers.  The red die is indicative of Andy's rolling during the game

Andy had cleared the Greek left flank, but never rolled enough PIPs to exploit it.  Meanwhile, I managed to destroy a Thessalian Light Cavalry with the Persian Heavy Cavalry.  The last thing the Heavy Cavalry did in the Game!  I was thinking of charging the Peltasts on the hill.  There is nothing about differentiating terrain types so we decide all terrain is difficult.  Note: looking at the new fantasy MA reference sheet, I believe hills would not be classed as difficult, just blocking LOS.  The odds were not greatly in my favour.
 
Meanwhile, with poor PIPs, Andy slowly moves the Hoplites forward.  As they do, I snipe at them with all my shooting, killing about 2 Hoplites, one from each group, over 3 turns. Note: leftover PIPS can be used for commands.  One command allows you to add 1 to a units shooting.  I did this a lot - going from a 6+ to hit to a 5+ is doubling the chance of a kill.


Looking across the Persian infantry at the (slowly) advancing Hoplites.
 
3 Hoplites made it to my Persian infantry 6-unit group and the group lost, turned 180 and moved back.  I then turned them around again next turn.  This was my 'soaker' group, to take a bit of punishment over a few turns.  What I forgot it each time it is driven back, it retreats 3".  And it was only 5" from the table edge.  Should have moved them up a bit. But they ended up not being driven back again (luckily).

Meanwhile, the remaining cavalry was lining up with more Hoplites to charge my general and immortals.  So I pre-emptively charged and destroyed a Greek heavy cavalry.  The light cavalry ran to the flank.
 

The General and Immortals charge the Greek Heavy Cavalry.

The Hoplites that forced the general the soaker group  to retreat charged in again but lost.

The two remaining Hoplites charge the large Persian infantry unit (and lose)

I also managed to shoot and destroy another three hoplites over the next two turns.  The Greeks were now at their break point - 8 units lost - and the Persians claimed victory.  The Greek General holds the centre (by himself though!).


At game end. Note Persian blue die and Greek red one.

Verdict
A very enjoyable game and great company. Thanks Andy.  We were in the rulebook a few times but to be expected for a first game.  Shooting is more powerful than Andy or I expected, especially with the command to increase the shooting chance. Andy only lost 5 Greek units to shooting, and 3 to combat. Persians lost 3 by combat as there was no missiles, other than Javelins, on the Greek side. I note - a day after the game on the just released reference sheet - the new Fantasy Mighty Armies has reduced the chance to hit for shooting.  Andy's clearing a flank worked well, but was hard to exploit due to poor PIPs. In hindsight he believed he should have move faster with the Hoplites in the centre to reduce opportunities for shooting; or alternatively use the Peltasts to screen the Hoplites from shooting.  My soaker 6-unit group actually worked as planned. Most combats were a foregone conclusion (or just about) as to who would win. I think the game play may have lasted an hour including rules discussions.  But cannot really be sure as we chatted during the game as well.

Sunday, 13 March 2011

Zama refight with Mighty Armies Ancients

This is likely to be my last Zama replay.  Zama, or at least my configuration of it, does not give a game under one hour, even with fast play rules!  There are lots of elements, and high quality troops so what was I thinking!  Anyway, Mighty Armies: Ancients proved to be the fastest rules of them all compared to the others I used for the Callinicum playoff. It will be interesting to see if MA:A produces a Zama game under an hour.

Troops
MA:A is not the best ruleset for differentiating Skirmishers and there were a number of proposed rule changes proposed to better reflect how Skirmishers operated.  While I agree it may not be perfect in Skirmish representation, it does a fine job in the confines of the existing mechanisms.  Skirmishers are not supposed to last long and giving them javelins on the off chance they can do a bit of damage before retiring (routing) is fine by me.  So I won't be implementing any rule changes for Skirmishers.
 
The other major discussion on troop types are support values for each troop type is the same, regardless of its morale.  So a common heavy infantry has a support value of 3, as does a veteran heavy infantry.  Yet the Vets are +2 cost for points (note that Vets do have +2 to fighting value).  As I haven't played enough games of MAA, I will not be playing around with support combat factors either (again, some rule changes proposed for this are on the forum).

Carthaginian
2 Skirmishers, Common Light Infantry, Speed: 4, Fight: 2, Support: 2, Scout, Mobile, Slave, Javelin
2 Elephants, Speed: 4, Fight: 5, Support: 1, Behemoth

4 First Line Infantry,Common Heavy Infantry, Speed: 3, Fight: 3, Support: 3
4 Second Line Infantry, Common Heavy Infantry, Speed: 3, Fight: 3, Support: 3
4 Third Line, Seasoned Heavy Infantry, Speed: 3, Fight: 4, Support: 3, Disciplined
3 Veterans, Veteran Heavy Infantry, Speed: 3, Fight: 5, Support: 3, Disciplined
1 General (Veteran), Heavy Infantry, Speed: 4, Fight: 6, Support: 3, Disciplined
2 Numidian Light Cavalry, Common Light Cavalry, Speed: 7, Fight: 2, Support: 2,  Javelin, Scouts
1 Heavy Cavalry, Seasoned Heavy Cavalry, Speed: 6, Fight: 4, Support: 3

Roman
4 Velites, Seasoned Light Infantry, Speed: 4, Fight: 3, Support: 2, Scout, Mobile, Slave, Javelin
4 Hastati, Seasoned Heavy Infantry, Speed: 3, Fight: 4, Support: 3, Disciplined, Javelin
4 Principes, Seasoned Heavy Infantry, Speed: 3, Fight: 4, Support: 3, Disciplined, Javelin
1 Triarii, Veteran Heavy Infantry, Speed: 3, Fight: 5, Support: 3, Disciplined
1 General (Triarii), Heavy Infantry, Speed: 4, Fight: 6, Support: 3, Disciplined
4 Numidian Light Cavalry, Seasoned Light Cavalry, Speed: 7, Fight: 3, Support: 2,  Javelin, Scouts
1 Heavy Cavalry, Veteran Heavy Cavalry, Speed: 6, Fight: 5, Support: 3
4 Numidian Light Infantry, Common Light Infantry, Speed: 4, Fight: 2, Support: 2, Slave, Javelin

Combat between groups is harsh as the loser always loses at least one unit.  Add up front fighting values, add up support, roll 1d6 and compare.  Winner wins the combat.  So a +3 difference before rolling the d6 is almost a clear win (1/12 chance of losing the combat). A +1 has a 10/36 chance of losing.  So the values above and the deployment of the groups did take some thinking.

Rules changes
As per my last replay I will implement the change, as discussed on the forum, to group combat where the total combat factor is the sum of all the front fighting values and rear support values (rather than lead fighter FS and all the rest as support).
I will also not use the Strike fear command.  I will be using only those commands that effect the friendly side, not the enemy.
Game will be over when the General is destroyed (and the side with the most AP losses will be the loser). This is similar of one of the two ways to win in MAA -the other is to destroy 1/2 the enemy units.  As the Generals are at the back, this will mean each side will have to fight through the lines.

Deployment
Deployment differs from the standard deployment I worked out due to group limitations.

The largest group in MAA is 6 elements, and that incurs 2MP  to command, while groups of 4 or less are only 1MP.  Groups can also be a maximum of 3 wide, so there goes a simple 4 single unit wide group for the lines.  There are advantages in combat to having support units behind you in a group.  So I did the following:
 
Carthaginian has 2 groups each of one skirmisher and Elephant side by side.  The first line has the second line behind it and they are in two groups (each with 2 first line in front, and 2 second line behind).  Same with the Third line and Veterans (although the vets are in front of each group).

Roman Velites are in two groups of 2 Velites;  Hastati and Principes are in 2 groups of 4 each - Hastati to the front, Principes in support.  Triarii is one single group of 2.
This picture shows deployment:


Overview of the game at deployment.  Romans at the right.

Numidian Light Infantry cannot move until a Carthaginian unit moves within 6".
 
The Roman Light Cavalry is going to annihilate the Carthaginian opposing light cavalry under these rules.  Need to ensure they stay out of the line battle for a while, so I will have a rules they will pursue for 3 turns before having to come back on the board.  We will see if it works. It is my game, may be longer.

Turn 1
Carthaginians will go first.  They move up the Elephant/Skirmisher line and the following combined 1st and 2nd line.
Romans Numidian Light Cavalry is 8" from opposing Carthaginian Light Cavalry (out of range with a move of 7) and use a force march command to move the extra inch into close combat.  The javelin exchange has no effect.   Carthaginians lose a unit and are driven back. (Carthaginian are FV 4 + d6 of 5 = 9.  Romans are FV 10 + d6 of 5 = 15).

Velites charge the Elephants and Skirmishers.   The javelin exchange causes one Carthaginian unit to be destroyed.  Combat sees an Elephant and skirmisher destroyed (other elephant drive back).

The first clash of troops.


Turn 2
Carthaginians turn around the elephant and light cavalry.  Their right infantry flank units move up (elephant is in the way on the left). Tempted to move some of the 1st/2nd line up to support the elephant but by itself, the elephant has a 1/3 chance of not being destroyed if it loses the combat (the ability of a Behemoth). And it does have a heavy infantry in support for an additional +3  to the combat FV.

Romans move the Numidians are far as they can in pursuit of the opposition. The two Velite groups charge straight ahead - one into the 1st/2nd line, the other into an elephant.  Both groups will receive the Inspire command (+1FV).

Javelin exchange causes a 1st line unit to be destroyed.

Velites charge into combat

Velites on the Roman left lose combat, one is destroyed, other is driven back and this is converted into a destroyed (the Slave ability causes this; Slave ability seems like a good fit for skirmishers).
Velites on the Roman right lose combat - same result as the left, both are gone.
No bad for the Velites - killed 1 elephant, 2 skirmishers and a heavy infantry. 

...and Velites gone, but caused significant losses along the way.


Turn 3
Carthaginians move the elephant over to the group that lost the heavy infantry.  This will make it a large group and require 2MP to move.

Romans roll a 1 and decide to charge with the left Hastati/Principes into the Elephant large group.  The FV of the groups is equal (14) except the Romans will get +1 for charging. Carthaginians lose, the Behemoth was the primary fighter, does not make its save and is destroyed; the rest are driven back.
 
The centre left, with the elephant missing from the group running away.

Turn 4
Carthaginians turn around the driven back infantry and move up some Veterans to bolster the group.

The elephant gap is filled by Veterans from the last line.

Romans get a 6 for MP.  Numidians charge the lone remaining Carthaginian Light Cavalry.  Javelin exchange sees the Carthaginians destroy a Roman.  There is no more contact so there is not a combat...

Hastati/Principes group charge the large group of Vets and 1st/2nd line and are also allocated an inspire command (+1 to combat).  Carthaginians win and Romans see one destroyed and driven back (but do not about face as they are disciplined).

The right side Hastati/Principes group are given an extra 1" move and charge the opposing 1st/2nd line.  Romans are at +2FV but lose.  One gone and driven back (without turning).  Not looking so good for the Romans.

The centre after the two Romans groups lose their close combats.

Turn 5
Carthaginians followup their advantage and charge in to the two opposing groups.  And allocate +1FV via an inspire command.
The Roman left suffers a defeat and driven back, the right is a draw.

Romans move back the defeated and depleted group 1" which brings then to within 1" of the Triarii.  So next turn can bring the Triarii into the group and into the front (with cost 2MP of the die to do so - one for each Triarii unit to join the group).
 
The other Roman unit in combat continues to melee with a +1FV courtesy of an inspire command.  Even though they are still one less FV than the Carthaginian group, they win and the Carthaginians driven back.

Overview of the main battle lines.

...and another Numdian clash sees the last Carthaginian light cavalry destroyed.

Turn 6
Carthaginians don't do much after rolling 1MP...and the Romans do too!

Turn 7
Carthaginian right group charges into the opposing Hastati/Principes.  Equal FV.  Carthaginians driven back.   Romans roll another 1 MP and bring the other Triarii into the group on the Roman left.
  

The driven back 2nd line in the centre.  The veterans I hope to move up can be seen at the rear.

Turn 8
Now, the trick with MAA is to ensure you have an advantage in FV for your group on the enemy.  If you have less than the opponent, you are likely to lose, and suffer a unit loss, which just makes your groups FV even lower.  So I should really get the driven back second line out the way and let the Vets of the third line take on the Hastati/Principes.  The trouble is trying to get them out the way!  MAA, while it has a lot of latitude for in group movement, has (reasonable for a fast game) decent movement restrictions for group movement.  it will take two turns to get them out the way.

The Romans roll high for MP and charge the turning 2nd line, which they Massacre.  Ah well, at least they are out of the way now.

The victorious Romans now have to face the blurry (maybe it is dusty?) Veterans.

The other group (on the left) move up to about 3 1/2" from the opposing group.  They have greater FV, but also, if you use a command to move 4" with heavy infantry, you cannot also then add another command to gain a +1 to FV.  So if the Carthaginians want to make contact, they can't gt a +1 FV via command.  Of course, the Triarii group have a large FV so could charge in with a +1" to the move next turn, they don't really need the +1 command...

Turn 9
Doing the numbers, the Carthaginian 5 unit group actually has quite a good FV - 17 - and would get an extra +1 for charging.  This would be vs the triarri group of 16 with the general re-rolling a die.  So they charge in and win, so the Triarii are driven back.
The Roman side is not looking good...except this is the turn the Numidians come back.  And as things are dire, the Roman heavy cavalry charge their opposing Carthaginian cavalry.  There is a +2 advantage to the romans - +1 for the better morale, and +1 for charging...
 
Heavy cavalry clash


Romans win and Carthaginian heavy cavalry destroyed.

Turn 10
The 2 heavy infantry groups charge the depleted opposing Romans groups (Triarii on their right, and Hastati/Principes on their left).

Elements of 1st, 2nd and 3rd line engage the Roman Triarii backed by Principes.

Third line attacking Hastati/Principes

Both units lose a unit and are driven back.

Note: in the rules a general unit can re-roll if primary fighter but the odds have been too great to make this warranted - it would still lose.  The general unit may ignore a drive back result but this may only be useful if attacked in the rear (a rear attacked group when driven back is destroyed).  So a lot of the time driven back units subsequently pursued are destroyed.  But if disciplined, driven back units do not about face, so combat is a slow grind.

Turn 11
Carthaginians roll 1MP and elect to charge the Hastati as they have a chance of doubling and destroying the whole group (it will be 16FV +1 charging versus 8). Only outscored so one more unit lost and the other driven back.

Lonely Hastati facing half the Carthaginian third line

Romans move the cavalry up and move the infantry back 1" to force the Carthaginaians to spend a command to chrge the distance, rather than spend it on +1 to FV.

Turn 12
Carthaginian infantry groups charge into their opposing groups.  The Hastati is destroyed (no roll required - the difference in FV is very large).  The Romans are massacred.  General is gone (I did chose him as the primary fighter to get a re-roll, but he re-rolled to the same low number!).

Game over, according to the rules I set at the start that it is over when a general dies.  The winner is the one with the most AP (again, according to the rules I set at the start) which is the Carthaginians.   History is changed.


Overview of board at the end of the game - Romans circled in white.

Verdict
12 turns!  About one hour of actual play! Another exclamation mark! This is a long game in MAA - normally 20 minutes is enough to complete a game. High FV and the disciplined troops really extend the game.  And about 20AP (30%) more troops than a normal game.   Of course, if using the MAA victory conditions of destroying half the enemy units, the game would have been over a couple of turns earlier. I had a great time.  This is a fun ruleset.

Friday, 27 August 2010

Callinicum refight with Mighty Armies Ancients

Rules
Mighty Armies:Ancients (MAA) is the ancients version of the fantasy rules Mighty Armies.  MAA was released in 2008 by Rebel Minis where it can be purchased as a PDF.   Mighty Armies Ancients is pitched as a fun fast game that is not aiming for historically accurate but containing the historical element.  I think it succeeds admirably at this.


Reviews of Mighty Armies (not MAA) can be found at RPG.Net and in a The Miniatures Page post.


There is a forum which does not have a lot of MAA action but does contain some useful info on rule changes (more on this below). There is a Mighty Armies: Dark Ages in the pipeline.  


Mighty Armies Versus Mighty Armies: Ancients
Here is a quick summary of the differences between MA and MAA:
  • MA is played on 2'x'2' (standard is 40 point armies), MAA is 3'x2' (standard is 60 point armies).
  • MAA has a point system within the rules and a selection of army lists. MA has army lists that contain definitive units with an associated point cost (these are not in the rules but are supplied with the boxed armies or can be downloaded from the forum site).
  • MAA shooting phase is before combat, MA is after.  Possibly because of this, shooting range in MAA is 7" compared to the MA range of 5" (Long range in MAA is 9", in MA it is 8")
  • MA has MPs can be spent on magic while MAA has commands; but these commands are equivalent to the magic effects in MA.
  • MA difficult ground combat modifier is -2, MAA it is only -1.
  • In MA, the general has a rally ability which is not in MAA.
  • Some of the MAA special abilities have a different name to that in MA e.g. the MA Weak ability becomes MAA Slave ability.  Cavalry charge seems to be a new ability (+2 to charging rather than +1) in MAA that is not found in MA.
  • MA has only one victory condition. MAA includes another one - destroy enemy general and more AP worth of units.
Forces
For information on the Callinicum battle see here.


Firstly,  I thought for quite a while on whether to create second support lines for the units.  This would give them maximum combat values.  But then I realised that this would make the Persian heavy cavalry groups contain 6 elements and move slower.  So I hit on what I think is a much better solution which is NOT to have second support units except where this would make the group too fragile.  The obvious one to provide a rear support unit to is the light infantry.  So the Light infantry group will be two units deep.  I also think making the infantry a 6 unit groups will make it harder to move (costing 2 MPs) which is not a bad thing given the way the battle went.  Will have to make sure this doesn't make them too strong.  I did this by classifying them as Archers rather than Heavy Infantry - the front fighting value is one less, and support is only 1 not 3.  So the total fighting value of the Skutatoi group is 12.  The heavy cavalry facing them will be 12 (but will get a charge bonus).


Lastly, in MAA, groups can form and reform with no penalty (except in MPs).  I want to make the groups sort of stay together as historically.  As the first thing the Byzantines may likely do is make the three 2 unit groups into two 3 unit groups, I will have a rule just for this scenario that the groups cannot split and reform.  Groups can split as per normal in MAA, but to attach a unit into a different group that originally will cost 2MP.  For my replay, I am unlikely to do this anyway, just to see how the 2 unit groups go up against the 3 unit groups.  I didn't split groups which was good, as some tactics I hadn't thought of came through.


I play with the rules suggested on the forum that replace the combat total from primary fighter and adjacent support values, with Front rank fighting value + rear rank support value.
Note: I will not be using the Strike fear command.  I will be using only those commands that effect the friendly side, not the enemy.


I will deploy the units similar to the First Game with Armati.


Persian
6 Seasoned Heavy Cavalry, Speed:6, Fight:4, Support:3, Shooting I, Cavalry Charge
2 Veteran Heavy Cavalry, Speed:6, Fight:5, Support:3, Shooting I, Cavalry Charge
1 General - Cavalry, Speed:5, Fight:6, Support:3, General, Shooting I, Cavalry Charge
3 Seasoned Light Cavalry, Speed:7, Fight:3, Support:2, Javelin


Byzantine
6 Seasoned Archers, Speed:3, Fight:3, Support:1,Shooting I
4 Seasoned Heavy Cavalry, Speed:6, Fight:4, Support:3, Shooting I, Cavalry Charge
1 Veteran Heavy Cavalry, Speed:6, Fight:5, Support:3, Shooting I, Cavalry Charge
1 General - Cavalry, Speed:5, Fight:6, Support:3, General, Shooting I, Cavalry Charge
2 Seasoned Light Infantry, Speed:4, Fight:3, Support:2, Javelin, Mobile
3 Light Cavalry, Speed:7, Fight:3, Support:2, Javelin

Army points are Persian 60 and Byzantine 53.  Note in hindsight the Archers would have been better as Shooting II and then the Byzantine AP would be 59.


Deployment

Just for comparison, I've included the total combat value of the unit by adding the front combat value and the support value of the rear unit.


Persian - from right flank to left
1 group of 3 seasoned Heavy Cavalry (combat value = 12)
1 group of 3 seasoned Heavy Cavalry (in reserve) (12)
1 group of 2 veteran Heavy Cavalry and 1 General (16)
1 group of 3 seasoned Light Cavalry (9)


Byzantine - from left flank to right
1 group of 6 seasoned Archers (12)
1 group of 2 seasoned Heavy Cavalry (8)
1 group of 1 veteran Heavy Cavalry and 1 General (11)
1 group of 2 seasoned Heavy Cavalry (8)
1 group of 2 seasoned Light Infantry (5)
1 group of 3 Light Cavalry (6)

Now if only I had a deployment picture to go with the above.  I thought I had taken one...but no.  Luckily, it would look very similar to all the other deployment pictures, the Fantasy Rules! being the closest.  Instead, it has given me an excuse to post a picture of Nadia, my 3 year old daughter, hepling me with the Persians in turn 1:

Nadia helping me in turn 1

Movement rates in MAA are faster than the other rulesets so I deployed as per MAA - no more than 6" from each side's rear edge.


The Persian side will move first.


Turn 1

Persian


Persian MP = 3


MOVE
Wheeled the Lakhmid light cavalry slightly and then moved their full distance.
Wheeled the Elite heavy cavalry slightly and then moved their full distance.
Wheeled the reserve heavy cavalry and then moved their full distance.


SHOOT
The 3 elite heavy cavalry is within 7" of the byzantine heavy cavalry.  Needs a 6 on each roll.  Result is no effect.

 End of Persian turn 1 (My daughter insisted of having her hand in the shot!  This is the least obscured shot)


Byzantine

MP = 6

Due to the lower values of the units, the Byzantines need to get a local advantage which really means a unit on the flank.  However,  even that will not be enough as a flank gives the opponent a -1.  Not really enough when you have a difference of 4 or more.  Oops - just figured it out - a flank attack will only have one unit opposing it - not 3 (in this case) - as a flanked stand has no supporting stands.

MOVE
And I've also realised if you move one unit into another so the stands from one are offset against the other, you can gain superiority if your stand has a greater score.  This may not make much sense in reading but the first move for the Byzantines is to move the elite heavy cavalry into contact with the Persian elite heavy cavalry with the Byzantine general contacting a Persian veteran heavy cavalry. Each only getting one support (with the same support value) and so the Byzantine will get not only the charging bonus but starts with a greater group score.  See the picture for what I mean:

Byzantines at the bottom hit the Persian unit offset and get a local advantage


Moved infantry up full distance (note this cost 2 MP).
Moved up the heavy cavalry between infantry and general to protect the gap.

Note: weird being able to wheel before and after movement - no other ruleset so far does it this way!

Wheeled the heavy cavalry next to the light infantry so it can shoot at the Persian light cavalry.
No other moves

SHOOT
The Skutatoi infantry fire on the Persian reserve heavy cavalry.  Need a 6 (on each of 3 shots). Got one and one stand is destroyed.
Byzantine Heavy Cavalry also fire at this group (2 shots).  Need a 6.  Got one as well and another stand is destroyed.
Heavy Cavalry on the other flank fire on the Persian light cavalry.  Need a 6 (with 2 shots). Got one and one stand is destroyed.

So shooting has accounted for 3 stands.  Deadly.  Also good rolling - 7 rolls and 3 sixes!

...and I forgot about commands! The Byzantines had 2 unused MPs.  Could have given two stands +1 shooting with the unused MPs.  I actually didn't roll any 5's so it would have made no difference.  Must remember commands.  Must remember commands.

COMBAT
Byzantines: 6 (general unit FV) + 3 (support) + 2 (cavalry charge) = 11 + d6 of 5 = 16
Persians: 5 (veteran heavy cavalry FV) + 3 (support) = 8 + d6 of 4 = 12.
Persians lose - one unit destroyed.  Rest driven back.

Persians are 4 units down already to 0 loss to the Byzantines.

 End of turn 1

Turn 2

Persian

MP = 5

MOVE
Turned around the elite heavy cavalry that were driven back.
Charged the light cavalry into the opposing light cavalry.
Both are armed with javelins so need to declare their use.  Assume simultaneous.  Each stand needs a 6 to inflict a loss. Persians succeed in destroying the middle light cavalry, splitting the group.
Moved the heavy cavalry on the Persian right flank up to try and support the lone heavy cavalry in the middle of the board.
No other moves.  Will save the 2 MPs for commands - one for a shot and the other for the light cavalry combat.

SHOOT
Heavy Cavalry group and the single heavy cavalry unit on the right flank shoot at the byzantine heavy cavalry in the middle.  4 shots at the heavy cavalry.

Note: The elite heavy cavalry can't be destroyed by shooting (they are FV5 which cannot be affected by shooting I units) or I would shoot at them.

I will add one command to the 4th shot.  rolls are: 1,1,2,6.  one Byzantine heavy cavalry destroyed.

COMBAT
Persian: 3 (seasoned light cavalry) + 2 (support) +1 charging + 1 (command point) = 6 + d6 of 4 = 10
Byzantine: 2 (light cavalry) = 2 + d6 of 1 =3.  Unit destroyed.

Byzantines have now lost 3 units (Persians still at 4).

End of Persian turn 2 (looking from Byzantine side at the Byzantine right flank)

Byzantine

MP=6


MOVE
Can only straight line move into a charge so options to charge are limited.



The Elite heavy cavalry charge into the single Persian heavy cavalry.
On the right flank, wheeled the heavy cavalry to face the light cavalry for better shots.
The heavy cavalry in the middle is a goner and will bring the Persian losses to 5.  All the Byzantines need is to destroy at least 1 Persian unit by shooting and the Persians will have lost 6 units.  This is the breakpoint for the Persians and then the Byzantines win.

So 2 MPs used.  The rest will be spend as commands on shooting.

SHOOT
How to proportion the commands over the shots? I will make the first 4 shots have a command applied and so will be a 5+ (all the targets are FV3-4).

Won't go into detail of who targets who but results are : The Persian heavy cavalry group of three units on the Persian right flank is entirely gone.  The first four shots from the infantry and lone heavy cavalry were 6,1,6,5!

COMBAT
Byzantine: 4 (seasoned heavy cavalry) + 3 (support) +2 (cavalry charging) = 9 + d6 of 4 = 13
Persian: 4 (seasoned heavy cavalry) = 4 + d6 of 4 = 8.
Persian heavy cavalry destroyed.

Persians have lost 8, Byzantines 3.  Byzantines have broken at least 1/2 of the Persian units and therefore have won.

 End of turn 2 (and the game)

Verdict
Two turns and the game is over!  That is what I call a fast game. Including setup, playing and taking notes took an hour.  I think the game itself lasted around 10 minutes.  I also think with average shooting results it would have gone to 3 or 4 turns.   All infantry I expect would take longer than 15 minutes but not much more.
It may be more suited, with the number of points, to a 3'x'2' board to have a bit more room to move but it played perfectly well on 2'x2' for this scenario.  I thought it would be a little 'gamey' in that the big veteran units with high FV would dominate but by careful manoeuvres.  That wasn't the case here - the lower FV units can hit on the flank or one edge of larger units to gain an advantage.  Not to sure about commands with unused MPs, especially for shooting.  Making a normal 6+ attack on a 5+ means you are actually doubling the chance of a hit.  That is quite significant.  I do think commands have a place to increase the fighting value of a unit to gain a local advantage.  I would play this again.  Any combat will result in a least one unit destroyed (ok, except for when the outcome scores are equal) - this certainly helps it be fast.  It does lend itself to tweaking - pikes I know are already one thing on the forum and are expected to be in the MA: dark ages.  I thought about changing the shooting distance for the cavalry but maybe next time I would make the Skutatoi Long Range (which means they fire out to 9" and also increase their AP and therefore the two side would have just about an equivalent score).   I would possibly restrict movement flexibility a little, but that is just me.  In summary, I liked it - it was fast, it was fun, it played fine on a 2'x2' and it even had a historical feel to it.