Showing posts with label review. Show all posts
Showing posts with label review. Show all posts

Sunday, 3 May 2015

6mm WW2 Russia 43 Iron Wedge Red Guards scenario with MWR

Introduction
I have acquired a lot of WW2 rules for company/battalion (1 figure = 1 team/squad) over the years and have not played most of them.  My aim is to use the Russia ’43 Red Guards at Kursk Skirmish Campaign book and use a different ruleset for each scenario.  I am going to scale the scenarios up from skirmish to the level required by the rules and then scale the measurements down from inches to centimetres to play on a small board with 6mm figures.

This is my first battle in the series and so will start with something not too complex.  I am using the Mechanised Warfare Rules (MWR) rules by Andrew Thomas and available from Irregular Miniatures.  MWR is one of the inspirations for the Pz8 series of rules.

See this page for information on my replaying of WW2 scenarios with different rules.

Overview of Mechanised Warfare Rules
MWR is a 'rules light' set of rules for WW2.  It also contains an addendum for post-WW2 conflicts.  If you like a lot of detail and everything spelt out on what you can and cannot do, these rules are definitely not for you.  But for a fun game, these are great. But I do miss that there is no command and control at all.

Scale
There are two scales of the game: 6mm where 1” = 25 metres and 2mm where 1” is 50 metres.  Other than this difference, the example base unit for 6mm is generally a team of 1 vehicle; for 2mm it is 1 squad and 3-5 vehicles. All distances are in game are in metres.  Game uses d6s only.

Turn sequence
Game sequence is:
Player A moves
Player B fires
Player B moves
Player A fires

Command and control
There is no command and control. There is no spotting or hidden movement other than unit cannot fire at unit not in LOS.

Move
Rough ground moves are:
  • Infantry move 100m
  • Vehicles move between 150m and 350m depending on the vehicle (there is a table)
Road movement is double.

That is all the movement rules.

Fire
Example fire ranges:
  • Infantry base range is 100m.
  • MGs are 200mm.
  • Guns are dependent on calibre and  range from 200m (20m), 6pdr (500m) up to 1500m for the large guns.
To hit roll 1d6 and a 5-6 hits, 4-6 at half range, -1 if firer moved. Artillery uses a 1” burst circle and hits on a 5-6, +1 if FO of HQ unit within 500m of target (this is the only mention of HQ units); If artillery misses it falls long or short.  This is it for the to hit rules.

To fire attacker roll 1d6 and adds their attack factor against soft or armour targets e.g.
  • 1 for infantry Vs armour
  • 2 for infantry Vs infantry
  • 5 for a Stug Vs armour
  • 2 for a Stug Vs infantry
Defender rolls 1d6 and adds defense factor e.g.
  • infantry in open 0
  • infantry in soft cover 1
  • Stug is 3
Compare attacker score against defender score:
  • If less, no effect
  • If equal, defender cannot fire or move for one turn
  • If attacker 1 or 2 more then defender is immobilised but may fire after 1 turn
  • If 3 or more then defender destroyed
Close combat
There are no specific close combat rules.

Morale
There are no morale or experience rules.

Aircraft
There are aircraft rules – limited sorties, 4 types of aircraft and anti-aircraft rules.

Scenario
I am using IRON WEDGE the third scenario from the Russia ’43 Red Guards at Kursk Skirmish Campaign book.  This first two scenarios is quite small and infantry only.  I wanted something with some more variety to test out the rules.  It pits limited but dug-in defending German infantry and AT gun against advancing Russian tanks and tank riders.  The Russians are trying to exit off the German side of the table.  The Russians win if they exit 3 AFVs by the end of game turn 12, otherwise the Germans win.

Overview of the table - Russians enter on the left, Germans deployed anywhere from the hills to the right edge.  This is also this board that I cut and flocked.  did not turn out too bad.
Troops
German

Germans - picture is fuzzy but gives you an idea of the quantity.


Force HQ
     1 Infantry HQ base
     4 infantry bases (each with satchel charge)
1st Pioneer company
    1 HQ base
    1 MMG base
    6 infantry bases (2 with satchel charges)
    1 flamethrower base
2nd Pioneer company
    1 HQ base
    1 MMG base
    7 infantry bases (1 with a satchel charge)
1 AT section
    1 Pak 36 3.7cm AT gun

The 2nd Pioneer company was the variable attachment.

There are no satchel charge rules in MWR so will use: range 1", hit on 4+, Attack value Infantry 8  AT 5 

Soviet
A not great picture either of the Russians.

T-70 unit
    3 T-70 on turn 3 (a d4 roll)
T-34 unit
    3 T-34 on turn 1 (a d4 roll)
1st Tank Rider company
    1 HQ SMG base
    7 SMG bases
2nd  Tank Rider company
    1 HQ SMG base
    7 SMG bases
1st Motorised infantry company
    1 HQ Rifle base
    1 MMG base
    5 Rifle bases
    3 trucks

The 1st Motorised infantry company was the variable attachment.

As each vehicle may represent 3 vehicles in the rules, I will allow 3 squads per represented tank to be mounted.

Deployment
The scenario calls for an 8’ long table that I am scaling to 30” (I have made a board 72cmx48cm scaled down 2.5 from a 6'x4' to match scaling rules down from inches to cm. Naturally, the first scenario I try out is 8', not 6'!) .  German setup is 72” inches from their edge that equates to ¾ of the length.  So for my Game, the Germans may setup within 22.5” of their edge.  German infantry may be in foxholes and the AT Gun dug-in.  Additionally there is two 1"x3" (1cmx3cm on my table) unmarked AT/AP minefields that may be placed at the start. note:

The stream is soft and impassable to the trucks and cause a bog check to AFVs.  MWR has no bog check rules so I will use:Bog check - 1 on a d6 is bogged; 5-6 on a d6 to unbog.

All Russian AFV entry points much be recorded prior to the start. Tank riders may enter on or off the tanks.

Focus for the Germans could be on back just before exit, or up front hoping for early KOs and slowing down.  I went with focussed mostly at the back with some at the front to keep the Russians honest.

Note the 37mm AT gun has a rang of 10 inches and infantry stands are 2".

German deployment
Game
Turn 1 the T34 and trucks enter.  The trucks are going in the front to find the defence, rather than the T34s.  Getting 3+ tanks to the other side is the aim.  12 turns, 6" a turn move for tanks is 5 turns.  The T70s not on until turn 3 and it will be 8 moves for them!  Trucks move 4'".  There is no sight rules or hidden rules in MWR so will just say cannot see units in or behind cover. Unless the Russians want to dash the whole way without stopping, 12 turns seems doable.

That Russian tank riders are at the edge of the board indicating what tank they are on.

Russians enter on the left. Infantry at the edge are the tank riders that are riding the tank further up the table.
The Russians decide to focus on right flank as there are less ambush positions.  This leaves a flank (their left) alone. Hopefully the defense is distributed (of course it is as the game is solo, but this is the attempt to think from one sides view!).  The trucks will need to go first as they do not count for victory conditions and need to wait until the T70s show up as they should go before the T34s to probe the defenses as well.

In Turn 2 and 3 the trucks advance a little more and in turn 3 the T70s enter the table but don't go to far - the best paths are still unknown.

T70s enter.  Again, infantry at the edge are actually riding the tank/truck further up the table.
The trucks reach the gap, and are fired on by infantry to each side.


Two German infantry are close enough to fire at each truck.  Infantry miss (5+ required at long range i.e. 1" to 2").

In turn 4, the Soviets will have to speed things up with only 8 turns to go. The fired on trucks unload (no rules for that either - I made up one saying 1 turn to load/unload).  The T34 and T70s dash forwards.
The trucks showing where the enemy after, the tanks roll through the gaps.
Dismounted infantry fire at the Soviets -  one miss, one permanently immobilised.
Some of the German infantry on their right flank move closer to middle - there is nothing coming there way so they will race to try an intercept the Russians.   Note there is no rules for moving in or out of melee. At this scale, I will follow the rules, so trucks etc. can move of of melee if they wish.

The Soviets fire back but miss with all rolls.  I assume you cannot fire though troops so the Russian tanks have no line of fire to any spotted infantry.

Turn 5 see lots of movement from the Russians as they race through the first gap between the hills.

Russians closing in on the gap before the river.  The German AT Gun is in the centre in the woods, To the right can be seen German infantry racing towards the gap to beef up the firepower.
The Russians are closing in on the last gap between the woods before the river.  Close enough for the 37mm to open up a hit and a difference of 3 in the dice sees a T70 KO!  And the Russian infantry disable a truck and the passengers debark.   Any German infantry not near Russians  move towards this gap.  The Russians fire on the 37mm with everything they can but all they achieve is a immobilise (no fire for one turn).

37mm AT gun (at right) immobilises a T70 (shown with some smoke).  At the left is the disabled truck with dismounted German infantry.
Turn 6 - Do the Russians wait or dash through the gap? Dash!  Only as the rules will punish them if they sit there. The sequence of "Player A move, Player B fire, Player B move, Player B fire" really helps the short range infantry fire if you do not move. Regardless, the more chance of movement the Germans get, the more firepower they can bring to bear and the worse off the Russians will be.  Dash it is.  After the Russian move, the Germans fire and  KO a T70 and another T70 is immobilised for one turn.  Germans move in to maybe get in another shot if the Russians stay still.  The Russians fire at the approaching German infantry and manage to rout two stands.

The gap before the river is crowded as the Russians attempt to dash past the Germans.  The square bases are Germans - they are surrounding the tanks but the turn sequence means they move close, but then Russians will fire and then move away.
Turn 7 and two T34s move off the board.  I am assuming 1/2 speed for the river.  It is 1" wide, T34s move 6" so they moved 4", enough to exit.

Two T34s have already existed and the last T34 is only a short distance from existing.  
The third T34 is nearly off and there is only two stands (one with a satchel charge) that can fire at it.   Both miss.  I don't play out any more moves - in turn 8 the T34 can move off the board.

The table at game end.  Russian infantry at the first gap between the hills and a lot of Greman and Russian infantry at the gap at the river.  The T70s are unlikely to make it off the table but no matter, the Russians got 3 tanks off the other side.
The Russians meet the victory conditions and win.

BUT....

It was 4 weeks after I started playing until I played the last turn. When writing up this post that I  realised I had completely forgotten about the minefields.  So let us replay a part of turn 7 when the first T34 cross one of the minefields to see if things go differently:

T34 enters unmarked minefield: minefield misses.  Assuming that nothing was triggered due to the miss, roll for the second T34 entering the minefield:  A hit, but no damage.  The third t34 avoids the area.  So the three T34s still make it off the table and it is still a Russian victory.

I also forgot a bog check for the tanks at the stream.  I roll now for each of the T34s and they all passed.

The game is actually a lot closer than it was adding in the mines and the bog checks!  One poor roll for mines or bogs would have seen the Russians lose.

Verdict
I did not realise I did not scale the rules down from inches to cm until turn 5.  This turned out to be a good thing as it played really well using inches on the small table - the firing distances in cm (2cm for infantry) and the number of turn it would have been for the T34s to cross the entire table (12 at full speed) would have skewed the game.  There was only a small number of units on the table and the rules are likely designed for much more. It worked really well and felt right.  About 2 turns in a though the turn sequence would not work for chase games like this, but it did.  I thought it would be a Russian cake walk.  It wasn't.  I like the rules ans a basis to build on. They are simple and fun.

I originally made the 30"x20" board about 14 months before this post and this is its first outing. I had also set out the terrain about 14 months as well.  It took awhile to get around to finding the gaming enthusiasm for this (it came back months ago) but I am glad it did.  I like the small table and 6mm games.  I already have the second one setup and ready to go, hopefully taking less than 14 months to get around to playing it!

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 :-)

Tuesday, 19 November 2013

Heraclea replay with Phalanx (alienstar) and rules overview

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 15. I downloaded Phalanx (the alienstar version) quite a few years ago.  When I came around to playtesting fast play ancients on a small table they came to mind as they are designed to play on a small board.  However, they are were not high on the list as there were so many others I was keen to play.  I am finally getting around to them and I am interested to see if they produce a good game.

Alienstar Phalanx rules, army lists and QRS are available free for download at the alienstar phalanx homepage.
 
This replay is a bit detailed to show how the rule mechanisms work, and if these are rules you may like.

Rules Overview
Summary
Designed for a fast game with 12 bases per side.  Troop types DBA-like but with 5 morale classes. Heavy units must deploy in one main battle line.  System is IGO-YGO with each sides action based on activation points with differing costs for actions you wish to perform. Groups can be activated as well as single units.  Movement is a bit slower than many other rules.  Combat is base to base and is resolved by looking up combat values for each side based on troop type and morale type.  1 die is rolled for combat and the results looked up on a table based on the difference in combat values to determine the result for both sides.  The result may be a retreat, double retreat or a rout.  Optionally retreats results may build up over multiple turns and count towards a break.  Shooting is resolved similar to combat with most missile units having a range of one to two base widths.

Bases, scale etc
Phalanx is a 24 page A5 format colour rulebook, version 3 being available in 2002.  It is designed for figures from 6mm to 25mm.  It does this by detailing 3 different figure scale ranges with 3 optional base sizes for each.  The default for 15mm is 8cm wide bases on a 4'x4' (Option 2) but also provided for is 4cm bases.  All measurements are in base sizes.
Each base is referred to in the rules as a vignette.  There are 12 vignettes to each army.

Troop classes 
Troops types are similar to DBA with different names with a few additions such as Light Warband (equivalent to DBM Wb(F)) and Light Infantry Spears (equivalent to DBM Ax(S)).  There is a DBM/DBA to Phalanx troop conversion table in the rules and an expanded one in the army lists.

Troops are further classified into Regular or Informal.

Lastly troops are classed into one of 5 integrity (similar to morale in other rules) classes, where Class V is the best and Class III is average.

The acronyms are not the normal ones used in other rules but not hard to remember.

One base is designated the base with the General.  It is used as the centre for command distances and if the General's base is broken, the army has lost.  A Generals' base infers no melee advantage.

Deployment
The table defines the number of terrain tiles.  A 4'x4' table has 16 12" tiles.  Terrain is placed by rolled an d8 for each terrain tiles: 1-4 none; 5 or more various types. Add +2 if the terrain tile is on an edge.  Some terrain incurs a combat penalty on some troop types and most terrain slows movement of most troop types.  After this both players roll a d6 with the winner chooses their table edge and also has the option to remove or swap up to two terrain pieces. Players take turns deploying one base at a time (this rule is actually in the game tern sequence).  Players then roll another d6 each with the winner has the first move
 
All bases are deployed within 25% of the table size from the rear edge (e.g. 4' table it is 12 inches).  All bases must also be deployed in a single line called the Main Battle Line.  The distance between bases on this line can be no more than 3 base widths.  If a base can be deployed to the rear of a unit for a combat advantage, it does so at deployment but this is permanent for the entire game (only some heavy infantry and heavy cavalry can be supported, and only by normal light infantry and skirmishers).  Light units such as skirmishers are not restricted to the battle line and may be deployed anywhere in the deployment zone.

Importantly for movement later, any battle line base that is deployed in flank sectors (25% in from the side edges) is classed as on the Wing.  There is a movement penalty for units to move from the wing to the centre and vice versa.

Game turn sequence
A game turn is two player turns.
 
Each player turn is:
  • Activate a base of a group of bases
  • Move the activated bases; charging units declare a target that may evade and shoot if allowed to do so.
  • Unactivated bases act on their own initiative
  • Activated bases may shoot, target may then return fire
  • Melee.

Command and Control
Each army has a default of 8 Activation points.  At the start of each turn a d6 is rolled to modifier this number up or down by a maximum of 2. Each base or group of regular bases costs 1 AP to activate, informal bases/groups are 2AP.  Groups are bases side by side only. Additional APs are required for some circumstances such as distance from the general, crossing from flank zone to centre or vice versa, Class of the base. Activated bases can move and shoot (note unactivated bases do not shoot).

More importantly, activated bases will do what you want them to do.  Bases that are not activated roll 1d6 to see what they actually do.  This ranges from charging the enemy, shoot, retreat, advance, do nothing and doing what the player wishes.  There are some modifiers based on class and regular/informal. 

Movement
Movement is a bit slower than other rules - light cavalry move 2 base widths while heavy infantry move 1.  Turning allowance varies from 180 degrees for light cavalry and skirmishers to 45 degrees for heavy infantry. It does not state when turning occurs and infers only one turn per player turn.  Bad going reduces the movement rate for most troop types.

Shooting
Acvtivated bases may shoot and may shoot at bases that have just moved into melee with them. Skirmishers and light cavalry shoot all round while all other shoot directly ahead.  Heavy bows shoot 2 base widths, the rest 1.  To shoot, roll 1 die and add some modifiers (there are 4 to choose from).  Heavy bows have more chance of a better result.  Results range from halt, retreat, retreat twice to broken if mounted.  Broken units are removed from play. If able to, the target may then shoot back.

Melee
Melee is one base against an opposing base.  Lining up bases is up optional for the player but a base can still only melee against one base. The melee process consists of the following steps that look imposing but that is only because I describe them in detail.  In reality it consists of two table lookups, a few modifiers to apply and a die roll:
a) On a table, cross reference your troop type against integrity class (I to V)  and whether opposing foot or mounted.  The result is the base combat factor ranging from 1 to 9.
b) Apply some modifiers (there are 8 in total) such as 1/2 combat factor if contacted in flank, -1 for each Retreat result, -1 if overlapped on flank (there are some restrictions on this), -2 if you are fighting a particular troops type you are disadvantaged against (there is a table for this, an exmape si Heavy mounted bow gets -2 fighting against any mounted or scythed chariots)
c) Each player does a) and b).  The player who turn it is subtracts their combat value from the opposing value.  This is the result combat factor (may be negative).
d) Roll 1d6 and cross reference against the result combat factor.  There are two results - one to apply to your base and one to apply to the opposing base.  Results are symmetric.  By that I mean the result for a -2 resulting combat factor column on your unit and the opposing is identical to if the other player was meleeing and was looking at the +2 column.

Results are either stand, retreat or break (remove from play).  Some types of informal units must followup if they can.

Victory
When a 1/3 of the bases of the main battle line are broken or the general is broken, that side has lost.

Optional rules
there are some optional rules around one key base per army, recovering from retreat results (to reduce combat modifiers), artillery, field defences and main battle line detachments that can move further than 3 vignettes from the main battle line.

Army Lists
A separate army list book lists 191 armies from 3400BC to 500AD.  Each army is 12 bases with some variations possible.

My changes
For 40mm wide bases, the recommendation for 12 bases is a 4'x4' table with 12" terrain tiles.  I will be using 2'x2'.  I will also not be using 12 bases and aligning to my battle deployment.

I will use the optional rule to allow battleline units on the flank to move more than 3 basewidths away else, otherwise the Agema and elephant cannot dash down their flank.

Troops
Romans
4 Leves: VLI, Class II, IF
4 Hastati/Principes: HIN, Class III, RA
2 Triarii: HIS, Class IV, RA (one with General)
1 Light Infantry: LIN, Class II, IF
2 Heavy Cavalry: HSC, Class III, RA
1 Light Cavalry: LSC, Class IIII, RA
 
Epirot
1 Hypaspist: HIP, Class IV, RA
3 Pikemen:  HIP, Class III, RA
1 Hoplite: HIS, Class III, RA
1 Light Infantry: LIN, Class II, IF
2 Skirmishers: VLI, Class II, IF
1 Agema:  HCC, Class III, RA (General)
1 Light cavalry: LSC, Class IIII, RA
1 elephant: IND, Class III, IF

VLI = Very Light Infantry
HIN = Heavy Infantry
HIS = Heavy Infantry Spears
HIP =  Heavy Infantry Pikes
LIN = Light Infantry
HSC = Heavy Skirmish Cavalry
HCC = Heavy Charging Cavalry
LSC = Light Skirmish Cavalry
IND = Indian elephant
Class is similar to morale in other rules - I is bad, III is average, V is fantastic.
RA = regular; IF = Informal (i.e. irregular)
 
Deployment
Similar to other games following my standard deployment

Deployment - Epirots on left, Romans on the right
Turn 1

I will give the Romans the first player turn as per other replays.

The first interesting thing that hits me is that I am not going to have enough activation points (8 each side) to activate everyone and also the Light Infantry and Cavalry on the flank.  If I don't activate them, you need to  roll randomly to see what they do.  It will be interesting to see what happens on that flank as all the other games it has been a standoff the entire time.  Note I cannot link (group) the light infantry and the light cavalry as one is regular and one is informal.  Links cannot contain a mix of Regular and Informal.  The Epirots will have it worse as the general is on one flank and so the distance from the general modifier will hit hard.

Roman
Roman activation roll sees no change the the number of activation points (8). Romans move the Leves forwards (3AP (2AP for IF and 1AP for Class II), Hastati/Principes (1AP) and wheel the Triarii (1AP) and light infantry is in range of the general (1AP if greater than 4 base widths) so will hold them.  Roll for what the light cavalry do - charge enemy directly ahead, so they move forwards.

Movement rates are quite small.  It is all in base widths (in this instance 4cm).  Leves move 6cm, Heavy infantry 4cm and the Light cavalry is managing 8cm!

Epirot
Epirot activation roll sees no change to activation points(8).  Epirot move the Agema (1AP) the elephant (2AP), Skirmishers (4AP - 2AP for informal, 1 AP for distance, 1AP for class II) and Pike group (1AP).
Light infantry roll for own initiative and act like unit on right (pikes) so advance. Light cavalry charge.

End of turn 1 - moving slowly towards each other.

Turn 2
Romans
Only 7 APs.
Leves and Legionaries advance, Triarii continues turning. light infantry advance and the Light Cavalry initiative roll sees it charge an enemy within 3' or do nothing is no enemy.  So does nothing.

Leves shoot for no effect (a 6 is needed to score a retreat; a 4-5 will cause a halt).  Epirot skirmishers may return fire and 1 Leves gets a Halt result so cannot move next turn.

Epirot
Epirot get 6AP. Agema, elephant, pikes move.  Light Infantry rolls for move and advance.  Light Cavalry rolls for move and does nothing.  Skirmishers were activated so shoot (need to activate to be able to shoot). Halts another Leves. Retun fire sees one Epirot skirmshers cannot move next turn.

End of turn 2 - bit of Skirimishers exchanging fire. Bit blurry - sorry.
Turn 3
Romans
10AP! Activate everything except the Leves.  One Leves charges forward and shoots (for no effect), the other retreats (the 2 centre ones cannot move this turn as they were halted last turn) but is blocked by friends so routs.

Epirot
8AP.  Move the elephant up close to the Agema.  Agema does not move (elephants move 4cm, Agema move 6cm)  Skirmisher moves into combat (one one can move into combat - the other is halted by shooting last turn).  Common in some rules is that skirmishers fire at each other for ages with no result and so the main battlelines are waiting to clash but the skirmishers are in the way.  I am going to speed up the skirmisher battle by meleeing with them.
Charged Leves fire back for no effect.
Light infantry does nothing as does the light cavalry.

Epirot Skirmisher Vs Leves:
Skirmisher has combat value 1, -1 for the Leves having a support unit on flank = 0.
Leves has combat value of 1.
Modified combat value is attacker CV minus defender CV = -1, single die roll is 6. The result gives an outcome for attacker and defender. Skirmishers stand, Leves repulsed (retreat 1 full move) but cannot as blocked by friends less than 1/2 move distance behind so break (rout).

End of turn 3 - a bit more combat in the centre.

Turn 4
Romans
10AP.
2 Legionaries move to melee skirmishers that shoot back and cause a halt (which does nothing as in melee).
Leves move into melee with other skirmisher (that shoots for no effect).
Last Leves shoots also for no effect.
The Light infantry and cavalry both roll for own initiative and retreat 2 full turns.

A shot of the battleline and skirmishers.
Legionary Vs Skirmisher:
Legionarie is CV 3, no modifiers.
Skimsher is CV 1, -1 for overlapped unit = 0
Modified CV is 3, die roll of 1 sees the Legionary stand, Skirmisher repulsed that becomes a break as no room to retreat.

Leves Vs Skirmisher:
Both are CV 1 so modified CV of 0.  Die roll of 5 see Leves stand, Epirot skirmishers repsulsed that is a break as no room to retreat.

The end result of the Roman melee. Another blurry one.

Epirot
8AP.
Agema move full distance (need to get to Roman Cavalry before Triarii can assist; the Agema will have to do the combat without the elephant to assist).  Pikes advance to contact Leves who do nothing with return shooting (note have +1 to die roll for HIP target, but -1 as target ended move in contact).
Light infantry and light cavalry on own initiative do nothing.

Pike Vs Leves (1):
Pikes have CV 7 (oops - just noticed the high CV of pikes - this is going to cause the Romans a lot of trouble soon methinks).
Leves is CV 1, -1 for overlapped unit = 0.
Modified CV = 7, roll is 6. Leves break.

Pikes Vs Leves (2):
Same modified CV as above of 7, roll is 3, Leves break.

End of turn 4 - the skirmishers have gone.

Turn 5
Romans
9 AP. Get the Legionaries into a line.  Move the Triarii close to the oncoming Agema.  Have enough AP to move the Light Infantry forwards, and the light cavalry roll for own initative and do nothing.

Epirot
8AP.  Agema moves but is 1cm from the Roman Heavy Cavalry!  Elephant moves, Pikes are in two groups and are greater than 16cm from general so it is 2AP each to move them into contact with the Legionaries.  Light units on the flank on their own initative do nothing.

Hypaspists Vs Legionaries:
Hypaspists are on CV 8 (Class usually increases combat value by 1; normally pikes are 7 as Class III, but Hypaspists are class IV)
Legionary is CV5.
Modified combat value is 3 (anything over 3 is on the 3 or more table, so modified CV of 3 is bad). Legionaries break.

Pikes Vs Legionaries (1):
Pikes are CV 7, Legionaries 5 so modified value of 2.  Legionaries break.  A 5 or 6 does this, a 3 and 4 was repulse and a 1-2 was stand; so a bit unlucky to lose two legionary units.

Pikes Vs Legionaries (2):
Pikes are CV 7, Legionaries 5 so modified value of 2.  Legionaries break (another 5 rolled!)

Pikes Vs Legionaries (3):
Pikes are CV 7, Legionaries 5 -1 for overlap (the Hoplites) so modified value of 3.  Legionaries break (the third 5 rolled!)

Legionary battleline is completely wiped out for no damage to the Pikes.  Rough.

At this stage, the game should be over as a third of the main battleline units are destroyed (all the non-light units in this case are the Roman main battleline).  But I will do a turn with the Triarii and Agema to see how cavalry combat works.


End of official game.


Turn 6 (bonus and one flank only)
Romans
Triarii move to inbetween the Elephant and the roman heavy cavalry.

Epirot
Agema charge the Heavy cavalry,  Elephants wheel slightly towards the Triarii.

Agema are CV 5 -1 for overlap = 4.  Generals add nothing in melee.
Romans  are CV 3.
Modified combat value of 1. The die roll sees the Agema repulsed - moves back one turn without changing facing.

Combat of the left flank Yes, that is an Indian elephant.  I forgot to replace it (I used it in the last replay).


Turn 7 (just the elephant)
The Elephant charge into the Triarii.

Elephant CV is 4  -1 for overlap = 3
Triarii is CV 7.
Modified combat value of 4.   Elephants replused.  They did not roll a 5 like all the Legionaries did!.

Elephant retreats from the Triarii.

Verdict
Well, that was a fast combat - one turn and the entire Roman battleline disappears.  There was some unlikely die rolling from the Romans, and really only one or two should have gone and the rest retreated.  Regardless, it was only ever a one sided fight in the centre.  Possibly increase their class to IV (later lists have them at this class) increasing their combat value by 1, but they would still be at a disadvantage. The Triarii would have been better going in with the Legionaries as their combat value is the same as that of the opposing pikes.  But not very historical.  The rules are simple and are fun - it would be more fun if I was playing with more balanced armies!  The slow movement rate was fine - I thought it would annoy me as units are moving at half the speed I am used to.  The slower movement rate does mean you really need to focus on where your troops go - as they move to slow, and combat is very fast it is hard to move them elsewhere - once committed, they are committed. I did like that feeling.  I would need a few more plays to decide if I really liked them but so far I see nothing wrong about them and would play with them again.

Saturday, 9 November 2013

Heraclea replay with Baron Wars (slightly modified) and rules overview

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 13. I came across reference to an AAR with Heritage's Warlord fantasy rules that sounded interesting. So I thought, why not use them for replaying Heraclea?  They have been republished by the author, Max Carr, as Baron Wars. They are available as a PDF for USD$6 from Barony Miniatures. (via the Catalog link)

This replay is a bit detailed to show how the rule mechanisms work, and if these are rules you may like.

Rules Overview
Baron Wars by Max Carr is a 16 page PDF.  It is based, and largely the same, as the author’s Warlord rules from the 1980s.  It is intended to play on a 6’x4’ table with individual 28mm figures (on .75” frontage).  All measurements are in inches and a single d6 is used for all the mechanisms with rolling low being good.

All units (leaders and troops) have a fighting value (1-5), armour value (1-4) and morale value (1-5).  Additionally, units may have a missile value (1-3), handheld throwing weapons value (1-2) and some optional attributes such as Warhorse and Long Reach (get to strike first in combat).  There is a point system based on these values and attributes.  There are some examples of leaders and figures but no army lists.

Leaders are similar to figures and treated the same in combat.  However, leaders also have a control radius (average leader control radius is 6”).  Being outside of a leader command radius gives use a -1 to a morale check.  If a leader dies, all figures within 6” need to take a morale check.  An optional rules increases the requirements of leaders as units are very limited by what they can do if outside a leader’s command radius.

Turn sequence is:
  • Roll for initiative.
  • Movement -  highest roll moves all units first, then the other player.
  • Missile fire – firing is simultaneous.
  • Combat – units in contact fight, also simultaneous.

A figure can move in any direction. Movement is fairly well covered with rules for hills, obstacles. charging, and moving and firing.  Movement rate is quite long based on armour value. An example is an infantry figure with an armor value of 2-3 may move 10” with a charge bonus of +5”; cavalry with armor value 2-3 moves 14” with a charge bonus of +7”. Fast.

Missile fire is simple – roll your missile value of under to hit a target.  Target may save by rolling their armour value or under.  Bow range is 18”, handheld weapons are 6”.  Handheld weapons are thrown are figures charge into combat. Missile fire may be indirect over obstacles. Missile fire is done at all eligible targets before firing at a target a second time (to stop ganging up on a target figure).

Combat is resolved simultaneously between individual figures.  Roll equal to or under fighting value to hit.  Defender rolled equal to or under armour value to save. Both figures may be casualties.  Winner may move into loser’s space.  Charging cavalry may perform a breakthrough movement of up to 6” to fight another figure.  Multiple figure combats are possible if you have figures on you flank and rear. In this case, all attacking figures have their combat value increased by 1 for each extra figure attacking.

Morale is checked when attacked by a fearsome creature, infantry charged by cavalry, being close to a leader that dies and if a nearby figure rolls an unmodified 6 on the armor save throw (gruesome death!).  To pass the morale check a figure rolls equal to or under their morale value.  If a figure fails the morale check they rout which is a charge move to their rear. Routing figure may not fire and if contacted by the enemy they are captured/killed. At the start of a turn and if within 6” of a leader, routing units may attempt to rally by rolling under their morale value. If they fail this check, they charge move to the rear again.

There is a page of optional rules such as a hit in combat that is saved pushes you back, shieldwalls and speeding up the game by doing 3 combat phases per game turn.

There is also a free fantasy rules PDF add-on adopted from the Warlord "blue cover" book. I have not used the fantasy rules so the following is a brief description of the contents.  Points are included for everything in the expansion.  It mandates an additional hero/creature attribute Constitution (2-4) that allows for a  bonus saving throw.  Constitution was an optional rule in the basic rules. It also contains creatures that have different characteristics to normal figures - different movement rates, 1.5" bases, multiple attacks, and different attack types (fire, ice, gas). Creatures may also have additional attributes such as flying, lightening, jumping and mind control.  Any figure may be classed as a wizard and have a magical attribute (1-4). Spells are cast once per turn in movement or missile phase.  There are 11 spells to choose from and each has a point value.

My changes for the replay

Baron Wars is designed for 28mm figures on .75" (19mm) with distance measurements in inches and, although not explicit, figures would be formed into units. I am playing with 15mm DBM based units (40mm wide) and I will halve distance measures.  I started with measuring the distances in centimetres but felt it was just a bit too too small so moved to the halving. The units will be a lot wider than they should be.

I will also add in a modifier for the morale test that have two adjacent bases adds +1 to your morale value. (To assist with forcing bases to stay aligned - in the rules you can gang up on a figure by attacking it from different sides. So units of 10 or more make sense to protect units except those on the edge.  I am not using as many "figures" so need a reason.)

While in the examples in the rules, leaders all had an FV of 5, I will simply have leaders add +1 to the FV.  Just easier for me to keep track this way.

Last note, I played that if any base of a group was in command range of the general, the whole group was in command.  This was handy as the command ranges are quite small.

Troops
Romans
4 Leves: FV: 1, AV: 1, MV: 3, MissV: 2, Hand Held Weapons
4 Hastati/Principes: FV: 4, AV: 3, MV: 3, MissV: 1, Hand Held Weapons, Shield
2 Triarii: FV: 4, AV: 3, MV: 4, Long Reach, Shield
1 Light Infantry: FV: 2, AV: 1, MV: 3, MissV: 2, Hand Held Weapons, Shield
2 Heavy Cavalry: FV: 3, AV: 3, MV: 3, Shield
1 Light Cavalry: FV: 2, AV: 1, MV: 3, MissV: 2, Hand Held Weapons, Shield
1 Average leader (3" command range)
 
Epirot
1 Hypaspist: FV: 4, AV: 3, MV: 4, Long Reach
3 Pikemen: FV: 4, AV: 3, MV: 3, Long Reach
1 Hoplite: FV: 4, AV: 3, MV: 3, Long Reach, Shield
1 Light Infantry: FV: 2, AV: 1, MV: 3, MissV: 2, Hand Held Weapons, Shield
1 Skirmisher: FV: 1, AV: 1, MV: 3, MissV: 2, Bow
1 Slingers: FV: 1, AV: 1, MV: 3, MissV: 2, Sling
1 Agema: FV: 4, AV: 4, MV: 4, Shield
1 Light cavalry: FV: 2, AV: 1, MV: 3, MissV: 2, Hand Held Weapons, Shield
1 Elephant: FV: 4, AV: 4, MV: 3, Fear Vs Cavalry
1 Excellent leader (4.5" command range)

Notes:
FV = Fighting Value
AV = Armor Value
MV = Morale Value
MissV = Missile Value
In Baron Wars, Shields add +1 to Armor value from front and left side attacks.

Deployment
Similar to other games following my standard deployment 

Epirot to the left, Romans on the right.

Turn 1
Normally, both sides roll to see who has initiative.  Instead, As per other replays, I will give the Romans the initiative on the first turn.

Movement
Already I can see I have hampered both sides by using only one leader. I guessed this might be the case but I am hoping it does constrain the degree of freedom on actions. (Note in hindsight - it did). The Roman commander only has a 3" command range.  Any unit outside that range moves at half speed and cannot initiate combat.  So the Leves are just out of range of the general at the rear.   The general is attached to the unit permanently for the game.  The general is a unit in its own right - I have just put the general figure behind the unit representing the general.

Leves move 1/2 speed (3") forwards.  They are outside command range and so move 1/2 speed. All units bar the heavy cavalry move forwards. 

Agema and elephant are with the general and move their full distance.  The two Epirot skirmishers move 1/2 their possible distance (that was 1/2 to start with as they were out of range of Pyrrhus) so they can missile fire (units that 1/2 move can fire).  All other Epirot bases moved as far as they were able.

Missile fire
Bows/slings need a 1 to hit.  Missed.

Overview at end of turn 1

Turn 2
Initiative is opposed d6 roll, reroll ties. Pyrrhus wins initiative.

Movement
Agema and elephant charge into the roman heavy cavalry.  I am going to line up the bases as it makes it easier to figure out who is fighting who. Elephants cause a morale check on the Roman Heavy Cavalry (Morale value 3 +1 for adjacent unit - the adjacent unit bonus is my special rule) but heavy cavalry pass.

Roman battleline advances (at half rate so Leves can fire) and Triarii turn to the left in anticipation of being required to defend the left flank.

Missile
Missile fire is simultaneous.
No hits for either side.

Combat
Combat is simultaneous.
Agema (FV 5 due to leader) Vs Roman Heavy cavalry (FV 3).  Agema hits, Romans miss.  Roman has an armour value of 3 +1 for shield= 4. Rolls a 4 so saves the hit.  I am using the optional rules that if one side scores a hit and one does not, the loser retreats 1" , winner follows up and another round of combat.  For the next round, Agema hits but Roman cavalry saves;  Romans hits as well, but Agema saves. 
Elephant (FV 4) Vs  Roman Heavy cavalry (FV 3). Both hit.  Both save.
I can see there will be a lot more dice rolling than I thought there would be.  By the time of the elephant combat I am rolling 4 dice at once - one for each side hitting, and then other dice for the save (if I need to look at them).  Nothing like saving time!


Agema and elephant in combat with the Roman heavy cavalry.

Turn 3
Romans win initiative.

Movement
To move into combat requires you to be within command range.  Luckily the Leves group is just within that (3 inches). They charge into combat with the skirmishers. The Hastati move in behind them.  Triarii move a bit closer to the Elephant but maintains the Hastati within command range of the Triarii general.

Missile fire
The Two Leves not facing the Epirot skirmishers fire at the Pike battleline. Miss.

Melee
Agema Vs Roman Heavy Cavalry: both miss.
Elephant Vs Roman Heavy Cavalry: Both hit but the Roman cavalry fails to save and is destroyed.   Elephant moves into vacated spot. Note moving into the vacated a spot is optional but I did it as it does not hurt.

2 Leves Vs 2 Epirot Skirmsihers, all FV 1 and AV 1 - this may take awhile! Bizarrely one of the Epirot Skirmisher bases hits a Leves that saves but is pushed back; the subsequent combat sees the Skirmisher hit the Leves again, only for the Leves to save that hit again and be pushed back.


The skirmishers in combat.


Turn 4
Romans win initiative and have a cunning plan for the skirmishers.

Movement
There is 1 ) no turning restrictions in the rules (like DBx) 2) there is a bonus for ganging up on a base 3) the pikes are too far away from Pyrrhus to be ordered into combat.  These three things mean that the Leves and Hastati can gang up on the Skirmishers without fear of an attack by the pikes.  Note there is a 1" (1/2" in my shrunken movement rates) zone of control in the rules where if you move into it, you must contact the figure.  So I could not go crazy by moving them all in front of the pike.  But I managed to get a few  on each Epirot skirmisher.


The swirling mass that is surrounding the Epirot Skirmishers.


One Triarii charges the elephant in the flank, elephant turns to face. Turning to face is in the rules.

No movement on the Epirot side.

Missile
None

Combat
Hastati with two helpers on the Skirmisher (Hastati is on the flank but it has the best fighting value so I am using that, each helper adds +1 to the fighting value total): Hastati miss (rolled a 6).  While not explicit, it seems that the maximum hit is a 5, and attack values of 6 or more are done at 5 and reduce the armour value of the defender instead of having an automatic hit on a 6 (or at least in the optional rules it has this).  Skirmishers hit (on a 1)! and the Hastati (armour of 3 +1 for shield) do not save and are destroyed.
Note: Pila can normally be thrown if the Hastati charged in, but charging is in a straight line and they did not do this.

2 Leves on one skirmisher: both miss.

Agema Vs Roman Heavy Cavalry: both hit, but Roman Heavy cavalry does not save and is gone.
Triarii (FV4) Vs Elephant (FV4):  Elephant hits but Triarii save.  Triarii miss. Triarii retreat as were hit, Elephant hits again but Triarii save.

Overview at end of turn 4

Turn 5
Romans win initiative again.

Movement
Romans move another Hastati to the flank of the Skirmishers.  The Triarii general charges the flank of the elephant, the Agema then charge the flank of the Triarii. Triarii perform a morale check for infantry charged by cavalry and pass.

The two Triarii in combat with the elephant and Agema.

Missile
No missile fire

Combat
The side with the initiative gets to choose combats so Triarii Vs elephant first

Triarii (FV4) Vs Elephant (FV4): both miss
Triarii general (FV 5) Vs Agema general (FV 5): Triarii has a long reach weapon so goes first - hits but Agema saves. Agema hits and Triarii fails (Armour value 3 +1 for shield ).=4 but rolled a 5).  Oops.  Every base within 6" needs to check morale - only the other Triarii is in range and they pass.


Hastati with two helpers on the Skirmisher: Hastati hits and Skirmisher does not save and is routed; Skirmisher misses.

2 Leves on one skirmisher: both miss.

End of turn 5.

Turn 6
Romans win initiative

Movement
The Romans line up the Hastati in anticipation of combat soon.

Agema move against the Triarii.

Missile
2 Leves can fire at the pikes.  Miss

Combat
2 Leves Vs one skirmisher.  Hits and the skirmisher doe snot save.  Destroyed!  At last, the Romans destroy a second skirmisher.

Triarii Vs elephant and Agema: Triarii hits and Elephant saves.  Agema is attacking back as it has the higher Fighting value (5), adding one to it because of the Elephant reduces the Armour value of the Triarri by 1; Agema hit, Triarii rolls a 2 and fails to save and destroyed.

I call the game over as the Romans have no leader and they only have 3 legionaries compared to an elephant, Agema and all the pike block.

End of game

Verdict
Interesting rules.  They did not play how I thought they might.  High fighting values and armour saves means combat goes on longer than I expected.  This is a good thing.  The way the leaders worked and the restrictions on troops not in command is great.  Low fighting values and armour values (as per the skirmishers) means those combats went for awhile until someone rolled a 1 to hit.  It definitely would play better with more figures.  I did like the simplicity of the rule mechanisms that nicely meshed together.   I am not sure Baron Wars is suited to Ancients (it was never intended to!) but with a couple of extra rules around skirmishers (e.g. morale check after combat) it would have worked for this replay.  A fun game.