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.

Wednesday, 10 August 2011

WW2 battle report - Russia 1941 Izdeshkovo (Take Cover)

Introduction
I've collected a lot of WW2 6mm miniatures over the last couple of years with the intention of playing some games on a 2'x2' table (I have little room or time at present).  So this is my first attempt at playing a game on that scale on a small board.

Rules used
I am using Take Cover (see review of this Rapid Fire like game) as the rules, but with slight streamlining of some processes -I estimate it ended up around 25% faster.  I am going with 1 20mm figure = 1 6mm base.  Hopefully I can fine tune the rules over more games.

Scenario
I had just flocked some hills so wanted a scenario with hills.  I chose Scenario 1: Izdeshkovo from Robert Avery's IABSM Vyazma or Bust Eastern Front campaign book, available at the Too Fat Lardies website.  I've modified it to work with a battalion level game like Take Cover/Rapid Fire so no Big Men, and some special rules not used (e.g. Ammo shortage). A platoon in the scenario becomes a company in Take Cover.


Russian Forces
Battalion HQ
   1 rifle base
1st Company
   10 rifle bases
Support Company
   1 MMG base
   1 81mm base
AT Platoon
   4 45mm/L46 AT guns
   4 trucks
Armour Company
   1 KV-1
   3 T-26
Artillery Support:
   3 missions of 4x120mm mortar


Russians forces

Note that crew served weapons (MMGs, mortars, AT Guns) can take two hits (was three in original Take Cover), I have represented an MMG unit as two MMGs, and the other units have a extra crew base with them to remove as a casualty.  I was going to just use 1 hit, but hope to re-use these rules with 20mm figures that have crew based with them.

German Forces
Battalion HQ
   4 Rifle bases
   1 Truck
   1 Horsch car
1st Company
   8 rifle bases
   1 PzB39 ATR
   3 SdKfz 251
2nd Company
   8 rifle bases
   1 PzB39 ATR
   3 Trucks
Support Company
   3 MMG
   2 81mm mortar
   1 flamethrower base
   5 Trucks
Armour Company
   1 Panzer III H
   3 Panzer III F
Air Support
   2 bombing missions


German Forces
 
Russians are Green, Germans are Veteran.

Deployment and Victory
Russians start anywhere north of the hills and are in shell scrapes.  Germans come in anywhere from the southern edge.  Germans win by clearing the highway (road from the south that exits east).


Board prior to deployment

Note that I am new to 6mm for terrain, the hill and trees are fine, the roads are just some pieces of wood.  the houses are paper houses.  The Russian squads I put behinds the buildings to remind me of which building they were actually in.


Russian deployment


The Germans aim to advance to two main groups - the 1st company, support company, Battalion HQ and 2 PanzerIIIFs will advance on the right through the farm and take the woods and hill on that side, and then advance on the village.  The 2nd company with a PanzerIIIF and Panzer IIIH will advance up the road, take control of the hill and woods on the left, and clear the highway to the left.

What the Germans did

 
The game starts the Germans having 1st company (in the 251s) aiming for the right hill and woods to the right of the road.

German 1st company disembark in the woods.

The 2nd company, in trucks, aims for the road to the right of the left hill and deploy in the woods to the left of the road. One of the trucks was bogged moving, and took two turns to recover.  The carried infantry disembarked, and the trucks did catchup and they were able to speed up when they reached the road.  They did come under fire from an ATgun but for no effect.  The trucks did not spot the firing gun.

The obligatory children helping out shot (nearly 3 and a 4 year old). He has a Bauhaus T-shirt and she has fairy wings and a tutu...  While they did help (sort of) moving the troops, they much preferred moving the trees around everywhere.  Also note the game is setup in a map drawer. It is hidden away and stays safe as it takes weeks (elapsed) to play a game.

Right Flank
The support company aimed for the farm in the middle of the board.  The mortars unlimbered behind the hedge, while the MMGs moved through the farm and on to the woods.  Battalion HQ came on and followed up the MGs.

 1st company advancing through the farm
 
Note: I removed most of the transports (251s and trucks) after the infantry had disembarked and moved away.  From reading historical accounts, transports did not really play much of an aggressive part in an attack on their own.

Battalion HQ advancing through the farm
 

2 PanzerIIIFs followed up three infantry scouting out the right hill.  While coming over the crest, three Russian squads opened fire, scoring one kill.  Return fire scored a Russian kill.  Next turn the Russians also came under fire from an MG that had moved up to the edge of the wood.  The German fire scored another kill and suppressed the remaining Russian squad.  The next turn the infantry charged the suppressed infantry and destroyed it in close combat, but lost one squad as well.

German 1st company and support company arrive on the edge of the wood overlooking the highway.  The hill is behind them.


The Panzers stop advancing as unsure what is in the wood and 2 squads are sent to clear the wood in front (there is a AT gun there, but also one hidden on the other side of the river that will have a clear shot at the Panzers as they clear the crest. heh heh).  The KV-1 hidden behind a building in a wood spots the infantry, and suppresses an MG. The German squads rush the ATGun, which is destroyed.

Germans advance to the edge of the wood and about to spot, and then charge, the AT-Gun.


The Panzers advance and they come under fire from the ATGun on the other side of the river - one panzer is destroyed.

Panzer destroyed by ATGun across the river.

The Germans call in a airstrike on the village that destroys a squad and suppresses the occupants of village. The German company advances to the edge of the wood across from the town, kills another Russian squad but comes under fire from the KV-1, an MG across the river and the town.

 The KV-1 commands the woods

The German company is down to just a few squads and decides (well, the morale check did) to retire.
 

Left Flank
On the left flank, a PanzerIIIF and the PanzerIIIH  followed up two infantry that were scouting out the left hill for hidden enemy (there are none).
 
Panzers following the infantry over the hill
 
The trucked Germans advance through the woods and reach the edge of the highway.  They do not spot the enemy on the opposing side.  But the Russians spot the Germans and fire at them, also dropping mortar fire on them.  Half of them are suppressed, and the other half also come under MG fire from the T-26's in the woods.

The 2nd company at the edge of the woods at the highway, under mortar fire and suppressed (I play at night and it is hard to spot facing - the units on the right are running away when they should not be!)

The  Germans eventually spot the Russians, and use mortar fire on them.  The Russian infantry, down to one squad survives its morale check (lucky!).  but then it is the next turn.  The infantry has cleared the hill, the Panzers are advancing through the woods and the Germans open up with everything they have against the Russians in the woods.  The last remaining squad is destroyed, one anti-tank gun is destroyed.  The other stays unscathed.  But the return fire from the T-26's decimate the Germans and all but 1 squad is gone.The 2nd infantry company (of 1 remaining squad) fails morale and retires.  The two Panzers move to the edge of the wood, receive fire but for effect.

Tanks facing each over off over the highway (there is a third Russian tank behind the tree to the left).

The  Panzers trade shots with the Russian tanks and an anti-tank gun over a few turns, resulting in one destroyed T-26 and the ATGun being destroyed.

 Destroyed T-26

Wrap-up
With lots of troops lost, a morale check for the group forces all units to pull back.  The game is over with the Russians hanging onto the road and the village.  A Russian victory.

I have to work on the terrain, make some better markers to indicate artillery and tweak the rules slightly; but otherwise, my first 6mm ww2 game was great!

Friday, 29 July 2011

Heraclea replay with 5mm ancient wargame rules

Background
I am searching for ancient rules that will give a decent game in under 1 hour on a 2'x2' table.  And replaying Heraclea with different rules to see how they pan out.  For this replay, I am using Heroics and Ros 5mm Ancient Rules.  For my review associated with this game, see this post.  I do get into a fair bit of detail on the rule mechanisms and die rolls, mainly as the report is aimed at those that want to see how the rules work.

Using the rules with 15mm figures
I will be using 15mm figures based on a 40mm frontage - WRG style.  The 5mm ancient rules require 15mm frontage with measurement in inches.  Hmmm.  Units are a number of bases: 4-12 for infantry, 2-10 for cavalry, 1-6 for elephants.  You do not remove bases as casualties, but the number of figures per base is important for determining missile fire and melee.  And number of figure per unit (not base) is important for morale checks.  So large units do have advantages.  Ranks of bases is important for heavy infantry only as there is a push effect for up to 4 ranks, and heavy infantry can fire up to 4 ranks.  So long as everything is relative, it should be fine.
 
I thought about each 15mm base represents three 5mm bases side by side, that is 30mm and close to 40mm.  But then if I went with three 5mm bases per 15mm base, this is 45mm and is quite close.  I don't have to change the ground scale, I will use inches. The 5mm base depths as given are about 50% that of the 15mm bases, but will have to live with that - going to each 15mm base represents four or six 5mm bases is perhaps going to far.  And leaving it as 3 per base allows for heavy infantry to be up to 4 ranks.  It does mean that infantry units will all be 2 15mm bases deep to meet the minimum unit size at least 4 'old units' and so the equivalent of 6 5mm bases.  I will not do this with skirmishers infantry - it will make them too deep.

Troops
Each base is equal to three 5mm bases.


Romans
Battlegroup 1 (with General)
Leves unit - 4 bases: Light Infantry, Morale C, javelin
2 Hastati/Principes units - each 4 bases: Heavy Infantry , B, trained, armour, pilum, shield
Triarii unit - 4 bases: Heavy Infantry, A, trained, spear, armour, shield

Battlegroup 2
1 Peltast unit - 1 base: Peltast (see below under rule changes) Infantry, C, javelin, shield
1 Light Cavalry unit - 1 base: Light Cavalry, C, javelin, shield

Battlegroup 3
1 Heavy Cavalry unit - 2 bases: Heavy Cavalry, B, javelins, shield
   
Epirot
Battlegroup 1
1 Hypaspist unit - 2 bases: Heavy infantry, A, trained, armour, pike, shield
1 Pikemen unit  - 4 bases: Heavy infantry, B, trained, armour, pike, shield
1 Pike and Hoplite unit - 4 bases:
        Pike - 2 bases: Heavy infantry, B, trained, armour, pike, shield
        Hoplite - 2 bases: Heavy infantry, B, trained, armour, spear, shield
1 Skirmisher unit - 2 bases: Light Infantry, Morale C, one with javelin; other with bow, shield
  
Battlegroup 2
1 Peltast unit - 1 base: Peltast (see below under rule changes) Infantry, C, javelin, shield
1 Light Cavalry unit - 1 base: Light Cavalry, C, javelin, shield
  
Battlegroup 3 (with General)
1 Agema unit - 1 base:  Heavy Cavalry, A, armour, kontos, shield
1 Elephant unit - 1 base: Elephant, B

Rules Changes - Peltasts
So, besides making a 5mm game fit with 15mm figures, there is one rule change I am going to make.  In the rules, peltast type units can be either skirmisher or heavy infantry units.  By being stationary for a turn, they may change formation from heavy to skirmisher or vice versa.  I don't really agree with changing in the middle of the battle.  One possibility I considered way just to make them skirmisher or heavy at the start, but not keen on them either.  I think that a light 'non-skirmisher' unit is required. So a peltast infantry unit has 3 figures (skirmishers have 2, heavies have 4), moves and melees like a light unit, but all melee/reaction/charge tests are taken like a heavy.

Note: I never got to test out the melee with this Peltast rules.

Deployment
Deployment is as per my standard deployment.  All heavy infantry are 2 stands deep.  Here is a picture:


Deployment

Turn 1
All troops advance except the Roman cavalry.
Missile fire.  OK ,just noticed to shoot you need to subtract 1" from movement.  Didn't do that.  Will have to wait for next turn.
Turn over.
 

End of turn 1

Turn 2
The battle lines advance to just behind the skirmish line.  The Agema and elephant are out of charge range, but close the distance to the heavy cavalry for a charge next turn.  The Triarii 'shuffle' to the left.  The rules allow for frontage expansion and contraction at 2 bases (and my 40mm frontage base represents 3 bases) for 1/2 move.  So I will contract the right and expand the left.  Note the Triarii is counted as separated as it is 2" from other units in the battlegroup.  They should be ok but it does give a -1 to the battlegroup's morale.
 
Missile fire (simultaneous)
Leves first:  average die = 4 -2 light target +3 short range = 5 * 8 (figures firing) = 40.  This is at least 3 times target unit figures (4 figures).  Skirmisher unit is -1 morale (now 6).
Epirot Skirmisher unit: Only a 5 on the average die will be sufficient for a result as the score required is 24 to get a morale reduction on the Leves.  Rolled a 4.  so no effect.
Missile fire does not cause morale checks.  There is no melee so turn over.

Note on figure count used in missile and melee: each 15mm base is representing 3 bases in the rules.  So when I use 8 figures firing, it should really be three times that, or 24.  But then i also need to multiply by 3 the target.  Casualty calculation is all based on ratios, not on the actual casualties.  So, so long as the scaling is consistent, there is no need to multiply figures by 3 all the time. 


End of turn 2

Turn 3
Chargers are declared.  As the Epirot Skirmishers cannot inflict any missile damage, and the pikes cannot charge through them, they will declare a charge on the Leves.  The Leves are also declaring a charge too as otherwise they can see that they may evade behind the Hastati and never get to missile fire on the pikes.  The rules are unclear how to undertake charge tests if both units are charging one another.  I will assume that they both simply roll to charge (normally one rolls a charge test and the charged unit rolls a threat test, which can be used to counter charge, but if charging, it is not a counter charge.)
 
The Agema and elephant declare a charge on the Roman cavalry.  The cavalry could evade (and still may be forced to), but lets see how the combat rules work.  First though, we need to roll charge and threat tests.  The moves actually happen later.

Agema rolls to charge, 2d6 = 10 + 10 (morale) +1 (secure flank) +1 (advancing) = 22.  They need a 12+ so will charge.
Elephant charging, pass as well. Elephants use a special charge test where they have a third of a chance of stampeding rather than charging!
Roman cavalry decide not to evade.  Need to roll to counter charge/stand - roll is a 4 + 8 (morale) +1 (secure flank) -3 (being charged by elephants) = 10.  Needed a 10+ so can counter charge (just).
 
The Agema charges in
 
Epirot Skirmishers roll to charge: 12 + 6 (morale).  Needs a 10.  They will charge.  Leves charge as well.


The skirmishers clash
 
So now I can actually move the units...other than the charges, a bit of an advance of the battlelines.

There is no missile fire - charging units cannot shoot.
 
Skirmisher melee:
Epirot: 1 average die of 3 + 1 (infantry charging) -1 (enemy armour class) = 3 * 4 (figures)  = 12
Leves: average die of 2 +1 (charging) -1 (armour class) =2 *4 =8.
Leves lose and take a morale check which is simply morale factor (6 - would be 7 but Triarii being separated cause a -1 to morale factor) -1 for losing melee.  This is more than 0 so fine.
Epirot Morale factor now 6 (start at 7 -1 missile fire last turn)
Leves Morale now 5.
 
Agema melee:
Agema: 5 (die) +3 (charging with lance) -1 (enemy armour class) = 7 *3 figures = 21.
Cavalry: 5 (die) +2 (charging) -2 (enemy armour class) = 5 *3 figures = 15.
Cavalry lose but will be fine as cavalry started on morale factor of 7.

Elephant melee:
Elephant: 4 (die) + 3 (elephants charging) = 7 * 2 (elephant counts double) = 14.  Enemy armour class is 0 against elephants.
Cavalry: 3 (die) + 2 (charging) -3 (enemy armour class) = 2 * 3 figures =6.
Lose with double casualties but morale check is still fine.

Cavalry unit morale is on 7 (started a 7 -1 lost round, +1 with subgeneral).  Cavalry is also disorganised as it was charged by mounted units and lost melee.  This will give the Agema and the Elephant a +2 in subsequent melees.


Note: the rules are unclear exactly how to do multiple unit contact.  An alternative interpretation could be that the Agema and Elephant roll 1 die each, and add/subtract modifiers.  This is compared to a single roll by the heavy cavalry.  But the modifiers that apply for the elephant and Agema are different, as is the modifiers for the Heavy cavalry against two very different units.  So I went with separating the combats.


Turn 4
The two uncontacted Leves move around to flank attack the Epirots.
Only 1 die is thrown per unit, but now the Leves get a +2 for flank attack.
Epirots lose and morale check was close to losing: 6 -1 losing round - 2 3x casualties -1 flank attacked which is a 2.  But the fight continues.

The heavy cavalry lose the battle with the Agema and Elephant but just hang in there. Inflicted less casualties and melee morale check is 7 -2 lost rounds of melee -2  x2 casualties -1 disorganised -1 fighting elephants. Note morale factor goes down by one per lost round of melee, and melee morale check also counts each successive lost melee round.

Turn 5
The Epirots then charge the battleline to contact the flanking Leves bases.  The Leves are  in melee so not sure if they should take a threat test and likely evade (does not make sense).  So I will leave them where they are and not evade.  Now the combat is getting a bit complex.  The rules don't really cover multiple units attacking multiple units as it simply directs that each unit engaged throws one average die and adds and subtracts various modifiers.  I will go with this, noting that the Leves will count as flanked, but also the Epirot skirmishers will count as flanked too   But I will have each pike unit throw a die, the Leves unit throwing only one die, and the skirmishes one die.


The flanking Leves are themselves attacked by the pikes

Leves lose but hang in there.

The heavy cavalry lose the battle with the Agema and Elephant. Inflicted less casualties and melee morale check is 6 -3 lost rounds of melee -1  x2 casualties -1 disorganised -1 fighting elephants. This is 0 so they rout.  Mounted troops must pursue at least one round so that is what the Epirots will be doing next turn.

Turn 6
Leves break and rout.  Routing units cannot interpenetrate friends so I will simply remove them from the field.
Battlegroup test is passed by all (except the Leves).
Epirot skirmishes test to not pursue and will not.  The pikes are trained and choose not to pursue.
The Roman Heavy Cavalry rout off the board (rout movement is large).  The pursuing Agema and Elephant pursue only 5, and test to stop pursuing - oops, it is actually hard for high morale units to stop pursuing.  Mounted must pursue, and unless a really low roll happens on the test, they will pursue.  Pursuing units lose 1" off pursuit move a turn, and stop pursuing when they run out of move.  But that is 4-5 turns away, and the Agema, Pyrrhus and the elephant pursue off the board.  If I was playing again on a small board, I think I would allow them to come back eventually.  But for now, it is a learning experience.
 

Turn 7
Both Hastati units declare a charge on the Skirmishers, Skirmishers successfully evade, new charge declared on pikes, successful.  Pikes successfully countercharge. Pyrrhus battlegroup pursues off the board.


The battlelines make contact

As I mentioned a couple of times previously, the rules don't seem to be clear on multiple unit combat. And I have been inconsistent in resolving it.  Both Roman units are in each in contact with two units, and two of the Pike units are in each in contact with two Roman units.  You only get to roll 1 die per unit, and the enemy status counts as modifiers. Hmmm.  I will roll 1 die per unit, work out modifiers the best I can and then as the figure multiplier, only those figures for a particular opposing unit.  And then use total casualties inflicted Vs total casualties received to determine who wins melee.  Messy, but seems fair.  And re-reading the rules over and over seems to lean towards this method to resolve multiple melees.

Pikes have an advantage as they can count the second rank figures in casualty calculation.  Romans get a +2 modifier to the die for the pilum, first turn only. Pikes count as unshielded in melee and so their armour class is 2; the Romans is 3.  Otherwise, the modifiers are the same for both sides.

The battleline with marked units to follow combat
 
Unit 1: Hoplite and Pike1: rolls a 4 +1 charging +1 push -3 enemy armour = 3
Unit 2: Pike2 and 3: rolls a 3 +1 charging +1 push -3 enemy armour = 2
Unit 3: Hyp: rolls a 4 +1 charging +1 push -3 enemy armour = 3
Unit 4: Legio 1 and 2: rolls a 4 +1 charging +1 push +2 pilum -2 enemy armour = 6
Unit 5: Legio 3 and 4: rolls a 5 +1 charging +1 push +2 pilum -2 enemy armour = 7

Casualty calculation:
Hoplite: not in contact
Pike 1: 3 * 8 figures (pikes get to cont 2 ranks for melee) = 24 on Unit 4
Pike 2: 2 * 8 figs = 16 on Unit 4
Pike 3: 3 * 8 figs = 24  on Unit 5
Hyp: 3 * 8 figs = 24  on Unit 5
Legio 1: 6 * 4 figures = 24 on Unit 1
Legio 2: 6 * 4 figures = 24 on Unit 2
Legio 3: 7 * 4 figures = 28 on Unit 2
Legio 4: 7 * 4 figures = 28 on Unit 3

Unit 1 inflicted 24, received 24
Unit 2 inflicted 40, received 52
Unit 3 inflicted 24, received 28
Unit 4 inflicted 48, received 40
Unit 5 inflicted 56, received 48

Only unit 2 and 3 received less than inflicted so undertake a morale test which they pass, their morale levels both being high (at the moment).

Note: this was as tedious to play as it was to write.  It would have been worse if I was playing at 6mm, as each unit above would be 3 times the size, and so all numbers would be 3 times larger!  I have a feeling I may not ever go back and play WRG 6th.

Turn 6
Triarii move up nearly into contact.
Main combat continues.  Note that neither side will get the +1 for charging and the Romans do not get the +2 for pilum.  Lastly, if you lost the last round of melee, you get a -1, which will effect the Pikes units that lost the last round of melee.
 

Again Unit 2 (morale at 6) and Unit 3 (morale at 8) undertake a morale check at -2 (rounds lost) +1 push; Unit 3 is -2 for 3x casualties received. Both pass.

Note that morale is one lower than expected as all battlegroups morale is lowered by one each time a battlegroup is lost - Pyrrhus battlegroup is lost, so all morale is one lower.

Turn 7 onwards
Triarii turn up into the melee, they will get the charge and pilum bonus.
After a few turns, all the pike units routed.  The calculations were very very tedious.  I ended up using a spreadsheet to keep track of morale factors, and work out the maths each turn.
Unit 2 (middle pikes) broke first.  And then Unit 1 (hoplites and pikes), mainly due to the fact a Triarii base flanked the hoplites, thus negating push factor, rear ranks etc and also giving the Triarii a +2 bonus.  The Hypaspists lasted a turn longer, partly due to bad rolls during melees.

The Epirot could roll for rally, but their morale is so bad, they will just either stand and rout again, or morale will be low enough they will just retire from the field anyway.

Game end

Verdict
I was quite enjoying the game until I hit the battleline melee.  Then it descended into tedious maths. While the melee rules are simpler than the WRG rules, I am not sure the casualty calculation is faster, although WRG does use a table to work out casualties, and you need to track this each turn.  I though they did play historically, are a good ruleset with depth to the rules and the tactics required - it is  just the maths go to much for me.

Tuesday, 26 July 2011

5mm Ancient Wargames Rules (NavWar/Heroics 'n Ros) overview

Introduction
I remember seeing these rules advertised since the late 90's in Wargames Illustrated Heroics and Ros advertisements.  But I never got them.  In 2010 I acquired the 2nd edition via ebay.  These are the rules I'll be reviewing.  The 2nd edition also comes with siege and naval engagement rues, but I will only be doing an overview of the land battle rules, as they are the only rules I have played.
 
They are available at the Heroics and Ros website.  There is a boardgamegeek entry with not much information.

What you get (2nd edition)
An 60 page A5 booklet.  Land rules are 29 pages, Naval Engagements are 21 pages and Siege rules are 9 pages. All rules are copyright 1984 - Land rules by A Gittins, Naval rules by J Brown and I Dickie, and Siege rules by I Dickie and J Brown.

Rules are designed for 500bc to 500ad but could be extended with some modifications to the rules.  Dice used are both d6 and average dice, high rolls are good.  Melee and missile resolution use 1 average die, but most other rolls are either 2d6 or 2 average dice.  Distances are all inches.
 
Key mechanism
I will mention it here as it is core to the game.  It is the morale of battlegroups.  A battlegroup is a collection of units and a unit is a collection of bases.  Battlegroup morale lowers during the game based on the situation (such as unit loss) and morale checks are taken throughout the game to determine such things as:
  • what movement is permissible
  • whether the battlegroup retires
  • whether battlegroup units can charge or evade
  • post-melee a losing unit failing a morale check routs
Troop Definitions
Troops are either Mounted or Infantry.  This is further broken down into Light and Heavy.  There are a only a few more sub-types such as Heavy mounted is broken down into Shock Cavalry and Elephants, Light Cavalry is Skirmishers or chariots.     There is no "medium category".  Peltasts and equivalent are either light or heavy infantry and can change between the two during the game.  Pack Animals and Artillery are special cases of Light infantry.
 
Bases sizes are 15mm wide with varying depth (mounted is 15mm to 30mm, infantry is 6mm to 8mm).  A number of figures are based per unit - elephants and chariots 1, skirmishers are 2, shock cavalry 3 and heavy infantry 4.  The number of figures is important as it is used in adjudicating missile and melee results.
Bases are organised into units of the same morale and all heavy or all light.  Infantry are 4-12 bases and Cavalry 2-10, others 1-6.
 
Units are organised into one or more battlegroups (no limit on size).  Units must stay within 2" of another unit in the battlegroup or it is counted as separated for morale checks. Each battlegroup is commanded by a sub-general, although the C-in-C may choose to command a battlegroup personally. Sub-generals cost a lot of points (about 5 times a legionary or heavy cavalry base) which limit the number of battlegroups you may want to deploy.
 
Each base has a one or more weapons (pike, bow, spear, javelin, pila, lance, sling)  and an armour class (0-3 based on armour quantity and shields, except chariots and elephants that classed as Armour 3.  Lastly, heavy infantry may be trained (better at formation changes).
 
There is a point system for the troops.  There are no army lists but there are quite a few example troops (2 pages) given for a number of civilisations.
 
Setup
There is a simple terrain generation system which is players alternatively roll 2d6 per foot square of table, look up a table and place the terrain listed (2-6 is no terrain, 7 is player choice).  That's it.

Defending and outscouted armies are placed first, else simultaneous setup.

There are no guidelines on table size or what number of points is required for a reasonable game.  I cannot help out here as the game I played was a refight of a historical battle and used some modifications to bases and units for 15mm, not 5mm, on a 2'x2' table.  Movement rates are similar to those for other games (2" for heavy infantry, 4" for Heavy cavalry) so anything from 2'x2' upwards seems as though it would work.
 
Movement orders are given to battlegroups but units can decide to charge, evade etc.  C-in-C can change orders by moving to the battlegroup.  3 signals can be pre-arranged, to be understood by any or all battlegroups.

Movement Sequence
Games are played in turns, each player participates in each phase of the turn, mostly simultaneously, including movement.
  • Declare and test charges
  • move
  • shoot missiles
  • melee
  • test for routs and then rallying, retirement and pursuits.
Morale
As mentioned earlier morale of a battlegroup is key to the game.  There are four morale grades with a corresponding morale factor - Elite (10), Levy (5), other heavy troops (8), other light troops (7). The morale factor is added to all morale tests in the game, and is lowered during the game by such factors as:
  • routed
  • each lost melee round
  • contacted while evading
  • each other battlegroup with a broken morale
  • number of own battlegroup's units retiring, separated or routing

When morale factor is 0, the battlegroup cannot advance, if below zero, it will break off if in melee and retire.  If all of a battlegroup's units are evading, retiring or routing, the battlegroup is broken and basically routs or retires it's way off the field.

Morale tests are taken to charge, being charged, lost melee, to stop pursuing and at the end of a game turn for a few other situations (e.g. loss of a general).  I'll cover these in the appropriate section.

Disorganised
A unit can become disorganised by various means such as losing a melee after being charged by mounted, crossing difficult terrain or horses being near elephants or camels.  Disorganisation is not good in melee but otherwise has no other effect.  Disorganisation is removed when the thing that caused it is no longer in effect.
 
Movement
Movement is simultaneous.  There are movement distances for normal, charge and rout moves.  Examples are Heavy infantry is 2" normal, 3" charge, 4" rout; heavy cavalry 4" normal, 5" charge, 6" rout.  Charging is in a straight line.  Units can turn in place (changing formation) for a movement penalty, peltasts can changes from light to heavy infantry by doing nothing for a turn, and unit can also change frontage at a certain number of bases per turn.  Light infantry and cavalry can interpenetrate non-meleeing units.


Evading is interesting - units roll a 1d6 and consult a table that indicates the proportion of movement lost evading.  Evading includes an about face and is at charge speed but with variable loss of move (up to 3/4 for a bad roll), makes it interesting.  Being attacked in the rear is bad.

A unit wishing to charge into contact must pass a charge test which is 2d6 + morale factor and selecting form a list of 9 modifiers.  The score required to pass if different depending on the type of unit is charging (light troops, heavy infantry or heavy mounted) and the type of unit receiving the charge (light, heavy infantry or heavy mounted).  E.g. light troops charging heavy infantry require an 18, while heavy infantry charging heavy infantry require a 10.

If a unit passed the charge test, the receiver needs to take a threat test. This is the same as the charge test, with same modifiers and troop types, except the scores to pass are different. e.g. light troops receiving a charge from heavy infantry will pass on a 16, and heavy infantry receiving a charge from heavy infantry require a 10.  If a unit fails the threat test it must evade.

Missile
Light cavalry, elephants and chariots shoot all round, other 45 degrees. If a unit wants to fire missiles, it must subtract 1" from its move.  Chargers cannot shoot but a unit receiving a charge can fire at long range with anything but javelins.  Javelin range is 1", Foot Bows 6", mounted bows 4".  Short range is 1".  Heavy infantry can shoot with a 2nd, 3rd and 4th rank (if not disorganised).

Process is easy: 1 average die, -2 for light target, minus target protection, +3 at short range; multiply by figures firing.  If result is 3 times the target's units number of figures, reduce morale factor by 1.  Slow and steady and nothing dramatic from missile fire.

Melee
This section required a few readings to get the hang of it, but it all fell together eventually.
Troops fight to their front with engaged enemy. Bases are lined up with opposing bases.  It is unclear if a unit with only an enemy on the flank can roll in melee but the flanking unit gets a lot of bonuses so I assume the flanked unit can fight with one base.  Pikes can count a second base as fighting as well.  Overlapping bases don't fight but can wheel into contact next turn.  First determine who wins melee, and then the loser takes a morale check.

Process for melee: 1 average die per unit (not per base) + some factors (e.g. +2 mounted charging, +2 attacking in flank, -1 disorganised).  Multiply result by number of figures fighting (elephants multiply by 2).  The unit receiving more casualties than inflicted loses the melee, and must take a melee morale check.

Melee morale check (no dice): Add morale factor, minus a few factors (e.g. disorganised, attacked in flank, double or trebled casualty loss) and plus the push effect. Push effect is +1 for each of up to four ranks of heavy infantry behind the fighting unit.  So ranks of units is important. If the morale check is zero or less, the unit breaks.   However, unbroken mounted units may fall back from melee with infantry rather than break.
 
Pursuit: If enemy breaks, mounted will pursue, untrained may pursue or test not to, trained infantry can choose to pursue or not.

With initial morale factors for average units being 8, once in melee with equivalent troops they will only lose a point of melee a turn, or maybe two if unlucky.  But as soon as you start to lose more than win (either triple casualties, lose more rounds than opponent), it snowballs and you quickly break. So melee starts slow, and then quickly rushes to a conclusion.  It still often takes more than a couple of turns.   A mounted units that loses the first round is disorganised, and suffers both in melee casualty calculation (likely to lose melee) and also suffers in the melee morale check, so mounted Vs mounted combat goes quicker than infantry Vs infantry.
 
Rally and Pursuit and post-melee battlegroup morale
Any battlegroup that has lost its commander, or has a unit routed, takes a morale test for each of its units: 2 average dice plus morale factor, plus/minus a few factors.  For infantry, 10 or more is carry on, 4-9 is halt, below 4 is retire.  Results are slightly different for mounted.

A unit that is routing can take a similar morale test and will rally on a 10 or more.
 
A unit pursuing that wishes to stop rolls 1d6, adds morale factor and a few factors.  8 or more and will stop.

Example troops
Persian Immortals: Armour class 3, Heavy infantry, A trained, armour, shield, spear bow, 9 points
Greek Hoplite: AC3, HI, B/A trained, armour, shield, spear, 7 points.
Phalangite: AC3, HI, A/B trained, armour, pike, shield, 9 points
Companions: Heavy Cavalry, A, armour, kontos
Roman Legionary: AC3, HI, A trained, armour, pilum, shield, 9 points
Celt Warrior: AC2, HI,B, shield, spear, 5 points
Parthian Cataphract: AC3, A, full armour, barding, kontos, bow

Verdict
Only played in once (write-up coming or elsewhere) and with 15mm figures and fudging bases and units.  So I haven't got a true appreciation of the game mechanics.  I thought the average die Vs normal would be off-putting but it wasn't.  Each of the morale tests - five - are different and had different modifiers so had look them up each time but did start to get easier as I went along.  Having to track morale factor per unit I found was a painful, and the morale factor is used for nearly every roll involving the unit in the game. Melee seemed to bog down as it is rolling a die, add some factors, work out casualties and compare, then do a morale check based on morale factor, current status and casualty comparison.  There is maths involved, not just simple additional and subtraction - you are always multiplying by figure count and comparing for ratios with numbers usually larger than 20. I did used to play WRG 6th long ago but this somehow seemed different, or maybe I'm too old for it, or maybe it is just with more familiarity it would feel fine.  It feels historical but the game is not quite as fast as I would like and has more tracking and maths per unit than I am used to.  It  was OK to play, but not really for me.  It is not the fast game on a 2'x2' game I am looking for.

Sunday, 26 June 2011

Heraclea replay with Wars Ancient

Background
The second ruleset I am using to replay Heraclea is Wars Ancient.  I've already done an overview and a replay.  I have also posted clarifications from dialog with the author.  This report will be quite detailed so readers can determine how the game mechanics work.  I'll even include the odd dice rolls!  But as the game goes on, I'll tone it down.
 
Rules discussion
(skip this section if just interested in the replay - this is a long discussion on why I changed a couple of rules to make the game faster)
 
In my previous replay, I noted the game is perfectly suited to a 2 hour game on a 2'x2' table.  But I am looking for a game under one hour.

It takes 2 hours to play as it is hard to score a hit and you can only score one hit per melee phase and per missile phase;  for most units in melee, that is one hit max per turn.  One thing that would sped up my last game slightly is if I had played the missile rules correctly as missile units can still fire if they are in contact with the enemy (just like Bill Banks Ancients). For that battle, it would have likely shaved off 30 minutes due to the number of missile armed units.  For Heraclea, it will make little difference.
 
Why hard to hit? When you roll to hit,there are 3 pips on the d6 that will cause a the enemy to take a morale check.  If you combat value is equal, you roll 1d6, if greater, 2d6 and pick the best pip (and if double, 3d6). Assume equal combat values, 50% chance of a hit.  If rolling 2d6,then 75%.  If successful, you need to roll a morale check.  A lot of units are morale 5, which means they need to roll a 5 or less on a d10 to pass (and then not take damage).  Spears and blades are a 6.  Each adjacent unit gives you +1 to morale value, and I had quite a few in my last game.  So assume a morale value of 5 means a 60% chance of passing, and a morale value of 6 is a 70%.
 
Putting it together - a average melee has a 50% chance of a hit and then a 60% chance of a save - so a 20% chance overall of actually inflicting a hit.  While a good melee against a good enemy is 75% chance of a hit but a 70% chance of a save -  22.5% chance of damage.  Good melee and average melee - 75% hit and 50% save is still only 37.5% chance of a hit. And you only get to melee once per phase, unless you have other units on the flank, then that can attack to.
 
Flank attacks give -1 to combat value and -1 to morale value. but even then, 2d6 roll and a morale value of 5 gives only a 37.5% chance of inflicting damage.
 
And you have to inflict 2 damage points to destroy a unit.

With these low chances, you can see that with a 20% chance of a hit, it will take a least 2 turns (40% chance), about an average of 5 turns, but easily longer.

It is obviously designed this way to capture the struggle of melee, and does a good job of it - once they are in combat, they are in it for the long haul.

The system mechanics of Wars Ancient are sound and good - the command and control, melee and cards - I would love to play it but under one hour to fit what I am looking for.  The obvious choice is to allows many hits per phase.  This would help slightly but it is is rare to get a hit anyway!  So I came up with a few potential ways to speed it up:
  1. Instead of the average base morale value being 5, make it 3.
  2. Allow multiple hits per phase, except missile fire phase.
  3. Flank attacks are -2 to morale, not -1
  4. When you roll to hit, you roll 1 to 3 d6 and pick the best one.  A way to speed it up is the attacker can choose more than 1 die's results, possibly causing more than one morale check.
1 is not a dramatic change, except  units will take damage more often; neither is 2 as there are not that many multiple hit opportunities per phase; 3 rewards flanking, but may be a bit much combined with 2, as the flanker and the frontal attack both now have a chance to score a hit.  4 is dramatic, as it changes a core game mechanic.

Rules changes
To speed play, I will reduce morale values mostly by 2 and allow multiple hits per melee phase from enemy units only - the hit for unable to retreat/rout will not be applied if the unit was hit during the current melee phase. Hopefully this will bring it down to about an hour and still be a good game.

Units
Normally each side has 15 units, but I will go with my setup which has 12 for Epirots, 15 for Romans.

Format: Unit: DET type, abilities, Combat Value/Morale value
 
Romans
4 Leves: Psiloi, Javelin, 2/2
4 Hastati/Principes: Blades, Legionaries (Wall of Shields ability and +1MV), 4/5
2 Triarii: Spears, Armor and +2MV, 5/6
1 Light Infantry: Auxilia, Javelin, 3/3
2 Heavy Cavalry: Cavalry, 4-6/3
1 Light Cavalry: Light Horse, 3/3
3 Generals
 
Epirot
1 Hypaspist: Spears, Phalanx (attacked on front always great CV, +1MV), 3-MAX/5
3 Pikemen: Spears, Phalanx, 3-MAX/4
1 Hoplite: Spears, 3/4
1 Light Infantry:Auxilia, Javelin, 3/3
1 Skirmisher: Psiloi, Long range, 2/2
1 Slingers: Psiloi, Javelin, 2/2
1 Agema: Cavalry, Disciplined (as it gives +1MV), Armor (armor as it gives +1CV), 5-7/4
1 Light cavalry: Light Horse, 3/3
1 Elephant: Elephant, 5/2
3 Generals

Notes:  The extra description - Phalanx, Legionaries - are taken from the cards.  I have listed the abilities these cards give. I omitted the abilities inherent in the unit type (e.g. Cavalry are MOUNTED, CHARGE, IMPETUOUS, CAVALRY).  I have also added a few abilities here and there to reflect the unit. e.g. increased the morale value of the Triarii, added Javelin ability to some units.
 
Special note on Phalanx: PHALANX means the Epirot Pikes will always have a greater combat value (to their front) than any opponent.  This means they will be rolling 2d6 for hits, while their opponent will be rolling 1d6 with only retreat the best option - no hits possible. So the Legionaries will always lose front on with no chance of inflicting damage.  I will fudge this slightly and say PHALANX stay much the same, except enemy infantry that would normally have a greater CV than the Pikes (if they were only spears and not PHALANX) can roll 1d6 for hits (as though combat values were the same).  In Heraclea, this happens to only apply to the Legionaries.  So the Pikes will be rolling 2d6 (75% chance of a hit), Legionaries 1d6 (50% chance of a hit).  Fair enough.

Strategy Cards
I have not gone with giving each side strategy card.  As I am recreating a historical game I have already allocated out to the units what is effectively done by cards, and also the terrain is already decided.  Wars Ancient is a great ruleset for pickup games, but I believe its mechanisms are just as great for recreating historical battles.

Victory
Victory is normally 15VP with 15 DETs.  So I will make Victory for the Romans 12VP (the Epirots only have 12 DETs) and 15VP for the Epirots.

Deployment
As per my standard Heraclea deployment.  I have spread out the three generals as they are needed to command the units. Pyrrhus with the Agema and Laevinus with the Heavy Infantry (Hastati/Principes).  There are no camps.

Here is a picture:

 Deployment

I will give the Romans turn 1 initiative to simulate their getting over the river and having the slight edge on Pyrrhus for deployment.

Turn 1
Laevinus spends 4 CP (command points) to army move the Leves and heavy infantry.  Army move is a group move where 2CP can be spent on a group to move the same.  DETs must be in contact, cannot enter melee but there is no limit to the number of DETs in a group.
 
Epirot centre general moves up the two skirmishers (the overall army commander is the leader and had 4 command points, others commanders are generals and only have 3.  The pike line is in range of the other general and so I''ll move them when activating that general).

Roman left general moves up heavy cavalry and also the general (general moves last in activation) moves to a more central position so is in range to be able to activate centre units as well.

Pyrrhus moves up the Agema and the Elephant and moves them together.  There are only three movement rates in Wars Ancient - Infantry move 2MU, cavalry, elephants etc move 4MU, Artillery move 1MU.  Simple.  Oblique forwards movement within 90 degrees, with no facing change, is allowed, which is how the elephant lined up with the Agema.  He also army moves the pike block.
 
The right Roman general moves the light infantry and light cavalry.  The left Epirot leader does the same (with the Epirot light infantry and cavalry).

End of turn 1
 

Turn 2
No missile fire.
Romans win the initiative.  This turn was just a moving up of all the troops straight ahead - no real manoeuvring.  The only highlight is that the Agema and Elephant are within 4", and therefore charge range, of the Roman Heavy cavalry.  The side winning initiative will have an advantage as a straight charge by cavalry gives them +2 to CV.

No melee.

End of Turn 2

Turn 3
Missile Fire (simultaneous)
I like the simplicity of missile fire resolution in Wars Ancient - Bows are range 3 and hit on a 5-6, Javelins are range 1 inch and hit on a 6.  Psiloi and troops in cover are hit on a 6 only.  Only one hit per missile phase.  No other modifiers etc.  That is basically it.  The subtleties come in other parts - units in melee can still shoot, and unmoving missile units can be given a command to fire at moving enemies unit.
 
The only missile hit was a Leves by the Epirot Psiloi bowmen. The Leves undertake a morale check and roll a 10 - they rout (turn 180 and move 3).
 
Activation
Epirot move first and Pyrrhus charges the Agema and elephant into the opposing cavalry. And also 3 units closest to him of the battleline (possibly an outline of a plan to split the battleline into two parts to better take on the Legionaries).

Melee:
Agema is 7 (has +2 for charging and +1 for armour) Vs Cavalry of 4.  Rolls 2d6 and  gets "Defender Retreats" (they retreat 1MU).  Agema must pursue.
Elephant is 5 Vs 4.  rolls 2d6 and gets "defender hit".  Elephants force a -2 morale modifier to enemies.   Heavy Cavalry check of a 3 (remember I have reduced all values by 2), which is a modified 1.  They fail, no surprise, and take 1 point of morale damage and retreat 1MU.  Elephants must pursue.  Note I rolled an 8 - heavy cavalry would have failed morale check anyway.
Pyrrhus moves (leader moves last in activation) and attaches to the Agema (to give it +1 in melee, which will mean it has double the combat value of the opposing cavalry, and will roll 3d6 for hit chance).

Left Roman General activates and is not going to tempt fate by trying to melee with the Heavy Cavalry.  He is in range of the Triarii, and starts to more them towards the left side of the table. to protect the left flank.

Middle Epirot General moves up the remaining pike block (I am thinking that keeping the battleline together is actually a good thing).
 
Laevinus moves up the skirmishers slightly and also the battleline.

Otherwise,the other flank sees the Romans move up the Light Infantry.

End of Turn 3

VP count
Epirot: 2
Roman:0

Turn 4
Missile Fire
No hits

Activation
Romans win initiative.
Left general moves the Triarii and then moves to within 2MU of the cavalry in melee.  Why? Because a general can spend one unsaved command point to a unit in melee to increase CV or Morale by 1.  This will be handy to stop Pyrrhus getting 2:1 odds.
 
Pyrrhus attacks with attached Agema - it is 6 (4 cavalry +1 armour +1 leader - oops forgot that it not longer counts as charging so no +2 for charge) Vs 5 (4 cavalry +1 added to by roman general).  Still 2d6 though and Defender takes one hit, fails morale check and retreats 1MU.  Agema pursue.
Elephant attacks - 5 Vs 4. 2d6.  Defender takes 1 hit, fails morale check and is destroyed.  Elephant will pursue 1MU.

Pyrrhus moves away from the unit to help with the main battle line combat that is coming....

Right Roman general moves up the light infantry and light cavalry, and stops the Leves rout (takes 1 command point and the Leves about faces and can be activated next turn).

Right Epirot general activates the Psiloi bowman and retreats through the pikes. Psiloi can interpenetrate other units, but other units cannot interpenetrate Psiloi.    It then activates 2 pikemen and moves them into contact with a Leves unit.

The pikes charges the Leves.  Yellow shields are the Hypaspists, bow unit can be seen at the back.

Melee: Hypaspist is MAX CV, so rolls 2d6 for potential hits. Defender 1 hit but passes morale check.  No effect.

Laevinus moves a Hastati to behind to Leves in melee (for moral support) and also moves another Hastati up to melee the pike unit.  The two Leves on the left of the battleline are moves behind the battle line, and the two remaining Hastati are moved up, one contacting the Slinger.  Note: While writing this up I realised this is 6 command points, leaders only have 4.  My mistake - leader can do 4 commands within 6MU not 6 commands within 4MU.  I did this correctly everywhere else.  Must have been late.
 
The Romans battleline advances

Melee: Hastati Vs Pike.  1d6 only (see comment at the start of the post that gives the Hastati 1d6, rather than 1d6 but repulse best result).  Rolled a 4 but as Legionaries have Wall of Shields, this is no effect.
Melee: Hastati Vs Slinger.  5 (4 Blade +1 for flanker) Vs 2.  3d6.  Defender takes a hit and routs.  Hastati do not pursue.

Centre Epirot general stops the rout (1CP), and moves the 2 pikes and Hoplite units to melee with the Hastati.

 The other battleline meets
 
1st Pike Vs Legionaries: Pike has Max CV.  2d6. Defender takes 1 hit, fails morale check, 1 damage and retreats 1MU. Pike does not pursue.
2nd Pike Vs Legionaries: Pike has Max CV.  2d6.  Defender takes a hit and passes morale check.  No effect.
 
VP count
Epirot: 6
Roman: 1

An interesting turn.  And turn 5 will likely just be as fun.

Overview at end of turn 4. 
 
Turn 5
Missile fire

Only one firing unit has a target - a Leves in contact with the Hypaspists.  No effect. Missile armed units can fire if in melee.

Activation
Romans win initiative and Laevinus  moves a Leves behind some Hastati (Psiloi give +1 CV to DETs in contact), Moves a Psiloi towards the right flank (maybe can get an advantage there) and army moves the Triarii up.  They will likely not get anywhere useful in time.  Should have moved them from the start. Does not initiate any combats with the Pikes.

Pyrrhus activates Agema for melee, and adds a +1CV.  Turns the elephant, turns the Hoplites into the flank of a Hastati, and moves a pike up to contact the Hastati.  All for 4 activations within 6".  Pretty good.
 

Pyrrhus commanding the left flank
 
Melees:
Agema is 6 Vs 4 or 3d6. Defender takes one hit and passes subsequent morale check.
Pike Vs Damaged Hastati is 2d6 (pikes have a greater CV). Defender takes one hit and fails morale check (note they would have passed without my house rule of -2 off all morale values).   Destroyed.  Pike do not pursue a destroyed unit (but do a routing or retreating one.
Pike Vs undamaged Hastati (the one with the Hoplites on the flank). Pikes have greater CV so roll 2d6.  Defender hit and fails morale check - 1 damage point and retreats.  Pikes pursue.  Note that if a unit is attacked by both a frontal unit and has a unit in the flank, only one unit attacks but there is a -1CV and -1MV for being flanked.

Left Roman general add one +1CV to cavalry and activates the cavalry to attack.   This is a 5 to 5 attack or 1d6.  Rolls a 1 - worst result possible, attacker takes a hit and fails morale check and is destroyed. Well, at least it free up the general to help focus on the centre battle.

Centre Epirot general turns skirmisher 180 and activates 2 pikemen for melee.

Melee:
Hypaspists Vs Leves: 2d6, defender takes 1 hit, fails morale check and retreats though Hastati behind.  Hypaspists pursue into Hastati. 2d6, a hit, fails morale check.

Right Roman general activates the light cavalry and light infantry to missile fire if any unit moves into range.
Left Epirot general moves the bow skirmisher a bit to the left.

VP count
Epirot: 13
Roman: 1

Overview at end of turn 5

Turn 6
I think this turn will see Pyrrhus win - he only needs 2 more VPs.
 
Missile Fire
A few misses but the Epirot skirmisher with bow inflicts 1 damage point on the Roman light infantry.

Activation
Epirot wins initiative.  Activates Pyrrhus and charges elephant into a Triarii, moves two pikes into a Hastati and Psiloi, and rotates the Hoplites.

Pyrrhus charges the troops in (phone pic while camera recharging)

Elephants melee: Elephants CV5; Triarii are 5 +1 for neighbour (Spears get +1CV bonus for friendly spear on flanks) which is 6.  Oops.  Elephants are a less CV.  Rolled 1d6 for no effect.
Pikes with Hastati melee: Pikes are 2d6. no effect.
Pike and Psiloi melee: Pikes are 2d6. Defender retreats.

Well, it would have been nice if these type of results occurred a little earlier and so give the Romans a better chance.

Romans activate left general and activates the Triarii for melee and also add 1CV to it and moves the Triarii into the flank of the elephant.

Triarii melee.  Elephant at 4CV (flanked).  Triarii at 6.  2d6. Arrgghhh.  Defender retreats.  Elephant pursues.


Centre Epirot general activated and moves up pike into contact, activates Hypaspists for melee.

Pike melee results in Hastati taking a hit and is destroyed.
Hypaspists melee has no effect  - rolled two 4s, and a 4 is ignored by DETs with Wall of Shields ability, which the Hastati have.
 
I won't do anything with the remaining generals as Epirot has reached victory, and the Romans would be unable to get enough VP to even get close to equaling the score.


VP count
Epirot: 16
Roman: 1

End of game overview


Verdict
Still a great game system.  On the modifications, the lower morale did allow for a few more damage points than would have occurred.  On the multiple hits per melee phase - this never was possible in this game.  It can happen when one general activates a DET for melee and there is a hit; later in the turn another general activates a different DET and charges into melee and so there is a possibility of another hit.  Never seemed to get the chance to do this for Heraclea.  But I think the game was faster than the previous game.  So, at least for Heraclea, it played in about an hour.  Unmodified, it may have been 10-15mins longer.  The Epirots did have the better luck in the game but the biggest issue in the game was the Romans did not wait for the Triarii to come up and help. I underestimated the power of the Pike DETs  It would be better for the Romans to hang back and let the fact they have more battleline DETs than the Epirots and flank them - either flank would work - either the Hoplites for the right flank with the light units are vulnerable. Flanked Pike DETs are victims.  Possibly aim for the Hoplite flank to help protect from the inevitable Agema and Elephant flankers (once they have dealt with the Roman cavalry).
  
Anyway, the game worked and I enjoyed it.  Will play again.