Friday, 7 October 2011

Rally Round the King battle report - Hittite Vs Egyptians

Introduction
I am testing out my own fast play rules with chariots.  But Rally Round the King (RRtK) is very solo-friendly and so I thought I would give them a run through with some chariot-armies as I have not done so before.
 
Rule changes
When I first discovered Warrior Kings (RRtK predecessor) about three years go, and after a couple of games, I went crazy on documenting rule modifications for a 2'x2' board - an extra Armour Class, longbows, crossbows, disorder for complex moves, longer bow ranges, skirmishers with javelins, changed point calculation.  I never played them.  Then RRtK came out.  Good stuff.  I have played a few games with RRtK.  But naturally I cannot stop tinkering so for this game, I have a few changes - just my view of what I want to play, not saying they are right or wrong:
  • Play is on 2'x2' board.
  • Armies are 300pts.
  • MISSILE damage is 1+d6 for 3 figures, 2+1d6 for 4 figures, skirmishers are 1d6-1. 
  • Reduced movement rate slightly to account for smaller board.
  • Don't use the undisciplined attribute.
  • Extend bow ranges slightly (sort-of offsetting reduced damage) and included skirmisher javelins
  • Units do not have to line up (as per Warrior Kings).
  • Introduced a breakpoint for army loss that will trigger "leader lost" morale check each subsequent turn.
But the rest is unchanged.
 
Troops
I used slightly modified Warrior Kings army lists.
 
New Kingdom Egyptians
5 Light Chariots, Mounted Missile (bow), REP5, AC3, 1 figure
1 Guards, Foot Melee, REP5, AC5, 4 figs
4 Spearmen, Foot Melee, REP4, AC3, 4 figs
3 Archers, Foot Missile (bow), REP4, AC3, 4 figs
3 Nubians, Foot Skirmisher (bow), REP4, AC3, 2 figs
 
NKE's deployed
   
Hittites
3 Heavy Chariots, Mounted Melee, Dual (javelin), REP5, AC5, 1 figure
5 Light Chariots, Mounted Missile (bow), REP5, AC3, 1 fig
1 Guards, Foot Melee, REP5, AC3, 4 figs
2 Spearmen, Foot Melee, REP4, AC3, 4 figs
3 Skirmisher, Foot Skirmisher (bow), REP4, AC3, 2 figs

Hittite's deployed
 
Deployment
 
At deployment.  Only terrain is a gentle hill in Hittite centre.

Strategy
Hittites: Charge in the centre with the Heavy Chariots. Mop up what is left with the spearmen.  Hold the flanks.  Having no reserve is leaving a lot to chance.
Egyptians: Hold the centre and hopefully win out there.  Advance on the left flank in support of the spearmen.  Hold the right flank.
 

Game
Hittites are the attacker and full speed ahead with the heavy chariots and spearmen body to the chariots left, hoping to break the centre. The Egyptians focus on the flanks, thinking their centre should hold.

The Hittite chariots get into range of the skirmish archers protecting the Egyptian Spearmen. Could be ugly.

Chariots charge the Spearmen and Skirmishers

The skirmishers took a beating, but so did the heavy chariots.  The skirmishers dice were on fire!  By making the chariots DUAL-ARMED, the chariots did not charge in, but just fired back.  This proved dire when the Skirmishers finally routed, but the heavy chariots had two points of damage each.  The Egyptian Spearmen charged in and received fire (where a Chariot counter-charge would have been better, but then, making them DUAL maybe reflects their use better - heavier more mobile version of the light chariots - heavier 'shock' chariots were later on) and received no damage, but a pass of one dice meant they did receive a point of damage anyway.

Middle chariot retires, other two rout.  For the spearmen, the middle (with leader) halts with no pursuit and the others rout (pass 1 dice in melee with mounted).

Post combat, lots missing!  Rings are hits.

The Egyptian Light Chariots on their left flank come off worse for wear against the opposing Hittite Light Chariots.

Hittite Light Chariots - they did very well in the missile exchange.

The Egyptian Archers managed to strip off the skirmishers from the advancing Hittite spearmen but the latter are getting close.

Hittite Spearmen face off against the Egyptian Archers (the green guy indicates the leader's stand)


So, at the end of Hittite turn two, we have a battlefield that looks a bit like this:

Overview - note each black ring is a hit.

This is what I like about RRtK - you have a plan, point it at the enemy and hope.  The reaction tests keep you interested, and nothing is certain.  And fast.  It certainly captures the chaos of battle as I envisage it.

Hittite Light Chariots on the right flank clean up the opposing Light Chariot, and reach the lone Light Chariot.

A single Egyptian Light chariot faces double the number of Hittites.
 

The Hittite Spearmen charge the Archers and enter melee with 3 hits.  In melee, both sides inflict another few hits on one another, but missile units are fragile and will rout if they do not pass both dice for the reaction test.  They fail and rout.  The Hittite Spearmen only pass one die and get another hit.  They are in bad shape - 5 hits!
  
Hittite Spearmen - note the stack of hits behind them.
  
So, under my house rules, 50% of the troops have been lost and so they undertake a "leader lost".  All the Missile (Chariots) rout.  While the Egyptians are left with only 3 Spearmen, all of these are relatively unharmed.  Compare this to the Hittites who heavy units average 5 hits a unit. But with fast moving missile units (light chariots) Vs slower spears, it is likely one-sided.

Near the end.  The Egyptian units are the Spears at the top and single unit in the centre.

And so I did fight it to the bitter end.  The Hittites also suffered some losses with there own "leader lost" check but eventually the chariot mobile missile platforms picked off the remaining Egyptian spearmen.  In reality, and especially in a campaign game, one side would have retired from the field earlier than this.

Game end: the only (and all) Hittite units left.

Verdict
A fun game, as always with Rally round the King.  Very solo friendly.  Not too predictable.  And a great historical feel.  I am sorely tempted to setup for a re-match.

Thursday, 22 September 2011

Heraclea replay with The Age of Might and Steel (AoMaS)

Background
I've have previously tried a fantasy set - Fantasy Rules! - to replay a historical battle (Callinicum) under 1 hour on a 2'x2' board and it worked well.  The Age of Might and Steel (AoMaS) is a ruleset I bought awhile ago to also do a historical refight.  I was over Callinicum before I got around to AoMaS. I am now doing Heraclea and AoMaS is the fourth set I will try.

Resources
AoMaS can be acquired here.  Here is a short review, and another one. There is a quiet yahoo group.


Options for  Troops
AoMaS has units that are comprised of 5-12 stands.  Stands are 40mm wide.  For heavy units, stands must be roughly arranged in a square for each unit.  Stands are removed as casualties.  And while there are light and heavy versions of units, it is the size of the unit that makes a difference, there are no veteran/green units.  On a 2'x2' board and with the different troops types in the game, 5-12 stands per unit are a bit much.  There is a combat penalty for units with less than 5 stands.  So I could go with either:
  1. smaller units for the troops like the cavalry and the light infantry and leave the heavy infantry alone as 5-12 stands.
  2. assume all stands are 2-stands and use casualty marker to indicate 1 'stand' loss.  This would make it hard to implement 9 stand units that are 3x3 stands but would help with reducing the scale of the game as a heavy infantry moved 5".
I was almost going to go with option 2.  It helps scale the game down onto a 2'x2' table: reducing the scale of stands by 2 (each stand represents 2 AoMaS stands), and reducing movement distances by 2.5 by converting inches to centimetres.  But I went option 1 as it will be a much faster game, and no changes to the rules, other than some units will start with less than 5 stands.

Troop Definitions
 

Romans
Leves: 1 unit of 4 Light Foot stands
Hastati/Principes: 2 units each of 6 Heavy Foot stands
Triarii: 1 unit of 6 Heavy Foot stands
Light Infantry: 1 unit of 4 Medium Foot stands
Heavy Cavalry: 1 unit of 4 Heavy Cavalry stands
Light Cavalry: 1 unit of 4 Light Cavalry stands
 
Epirot
Hypaspist: 1 unit of 6 Heavy Infantry stands with Pikes
Pikemen and Hoplites: 1 unit each of 9 Heavy Infantry with Pikes
Light Infantry: 1 unit of 4 Medium Foot stands
Skirmisher and Slingers: 1 unit of 4 Archer stands
Agema:  1 unit of 4 Heavy Cavalry stands
Light Cavalry: 1 unit of 4 Light Cavalry stands
Elephant: 1 Special Stand Monster - Elephant (attached to Agema)

Notes
To reflect the pila, the Hastati and Principes units can do one ranged volley before a melee, similar to  medium foot.
I made the Epirot skirmishers Archers so they could volley, as they were archers and slingers while the Leves had javelins.
Pikes I am treating like halberds (+1 to melee if defending).
 
I vacillated between a) making all the "heavy infantry" Medium Foot and the peltasts Light Foot and b) making all the "heavy infantry" Heavy Foot and the peltasts Medium Foot.  I went with b) in the end but either way would work.

Lastly, I am using WRG/DBM-type basing which has a different number of figures to a base than recommended in the rules.  I am not going to re-base.  

A note on resolving combat
While combat seems straightforward (it takes up one page in total), it is possibly confusing.  I am not saying my way is the right way.  The issue is that the attacker base number is used to determine casualties for BOTH sides.  The base number is a default 2, but is modified by comparing the weight of unit (e.g. heavy foot Vs light foot is -2) and a list of modifiers (e.g. charging -1).  Straightforward but I've come across two unclear results:
1. The rules state attacker will lose 1 or 2 stands based on the base number.  Base number can be anything from 0 upwards so when does the attacker lose 1 and when do they lose 2? or can they lose more or less (determined by base number?).
How I am playing it: Attacker always will lose 1 stand.  If base number is 2 or more and 2 or more is rolled, attacker will lose 2 stands.
 
2. The rules state that if the modifiers cause the die roll to be less than 0, neither side loses any stands.  However, for melee, there is only 1 dice roll modifier (hero adds +1 to roll).  So it is impossible to modify the die roll down to 0 or less.  But maybe the answer is in ranged combat.  Ranged combat has both base number modifiers and die roll modifiers and it uses the melee page to work out results, so for ranged combat, it is possible for the die roll to go to 0, but then the attacker never loses any stands in ranged combat, so the rule that neither side loses stands still is unclear.
How I am playing it: assume comment applies to ranged combat.

I have looked at all related posts in the yahoo group.  How to resolve combat and losses - my two questions - have come up three times, never with a clear answer. So a fourth attempt is unlikely to have more success.  Actually, the answer on 1-2 stands for attacker loss was answered as no more than 2, and then in a different much later post it was answered as it can be as high as the base number.  Aarrgghhh. It  does shows I am not the only one that is unclear on the rules. I'm playing the game as I described above.  If someone authoritatively posts some examples of how melee combat should work, that would be great so the the game can be played as designed, rather than as interpretation.  I do like my interpretation though!

Lastly, as I am using only a few units in a small space and half of them start with less than 5 stands, I will make the combat (hand to hand and ranged) modifier only +1 IF less than 5 stands, rather than +1 PER stand less than 5.  Otherwise I will be left with a small units not wanting to attack. 
 
Deployment
Deployment is very similar to my standard deployment, except the flank units are one unit wider, and all units are deeper.  I've used about 3 times as many figures as in the other replays!

Deployment

  
Turn 1
To reflect the advantage of the Romans, they will go first.
 
Romans
Orders are as follows:
Heavy Cavalry: Stand
Light Infantry: Charge (to get to the Epirot light archers)
Light Infantry, Light Cavalry, Leves and other Heavy Infantry:  March.

Activation is 2+ for the Light Infantry, Light Cavalry, Leves and other Heavy Infantry as the General is within 12"and gives a +1 bonus to the roll.  The Light Cavalry fail their activation and retreat and are Disorganised.

All that move, move (heavy foot move 5").  The Leves contact the archers (light foot charging is 12")

Archer Defensive Ranged Combat: 3 +1 (for only 4 stands) =4.  Roll a 2.  No effect.

Hand to Hand combat, Leves vs Archers: 2 +1 (for only 4 stands) -1 unit charging +1 archers defending = 3.  Rolled a 1.  Leves lose 1 stand.

Leves battle the Epirot "archers"



Epirot
Orders:
Agema: Charge
Archers: Attack
Others: Stand
 
Activation is automatic for the Agema (Pyrrhus attached gives +2).
 
The Agema charge (can charge up to 15") into the Roman Heavy Cavalry and conduct Hand to Hand: 2 (base) -1 unit charging -1 cavalry charging =0.  Rolled a 2.  Epirot loses 1 stand.  Romans lose 2.

Agema and Elephants versus Roman Heavy Cavalry

Archers attack: 2  +1 (4 stands) =3.  Rolled a 2.  Epirot removes 2 stands.

Note: I may be doing melee wrong but I am following what I can glean from the rules and the yahoo group.  I am assuming the attacker will always lose 1 or 2 stands. It may not be right, but it feels right!

End of turn 1


Turn 2
 
Roman
Orders are as follows:
Heavy Cavalry, Leves: Attack
Light Infantry: Stand
Light Cavalry: March.
All Heavy Infantry:  March.

Light cavalry passes activation, is no longer disorganised and moves straight ahead.
Both the Hastati Principes Heavy Infantry units failed activation.  Result is both do not move.
 

Hastati/Principes with Triarii and General to the rear


The Heavy cavalry attack: 2 +1 less than 5 stands +1 attacker outnumbered 2:1 = 4 base number. rolled a 2.  Heavy cavalry unit destroyed. Not unexpected.
 
Leves attack: 2 + 1 less than 5 stands =3 base.  Rolled a 1.  1 Leves lost.

Note: Although the rules do not state it, I am assuming you have to attack if in contact with an enemy unit.
 
Epirot

Orders:
Agema: Charge (with a charge distance of 15, I am going to wheel and hit the Heavy Infantry)
Archers: Attack
Others: Stand
  
Agema pass activation, wheel and charge into the Hastati/Principes.  They are disorganised so give a -1 for melee so chose to charge them rather than the Triarii.
 
Archers melee: 2 +1 less than 5 stands +1 archers defending = 4. rolled a 5.  1 Leves gone.  Also 2 archers.  So the archers unit is gone, and the Leves is only 1 stand strong.  A unit with only one stand is considered destroyed and the last stand is removed too.  So, no more Leves.
 
Agema melee: 2 -1 charging -1 defender disorganised -1 cavalry charging +1 less than 5 stands -1 outflanked  = -2 which translates to a 0.  Rolls a 1 +1 hero attached = 2.  2 Hastati gone, 1 Agema.

The Hastati have javelins that are thrown when charged.  But I am playing that they cannot do this if flank charged.

Agema flank charges the Hastati


Turn 3

Romans

Orders are as follows:

Light Infantry: Charge (gets a -1 for charge and go for broke)
Light Cavalry: Charge (gets -2 for charge - go for broke)

Contacted Heavy Infantry:  Attack
Triarii: Charge (will wheel and charge Agema)
Other Heavy Infantry March.

All passed activation.


The battleground after the Roman move


Epirot Light Cavalry Javelin throw: 3 +1 less than 5 stands = 4. rolled a 1.  One Roman cavalry gone.
Epirot Light Infantry Javelin throw: 3 +1 less than 5 stands =4.  rolled a 4.  One Roman Light infantry gone.
 
Light Cavalry Vs Light Cavalry: 2 +1 less than 5 stands -1 charging -1 cavalry charging = 1. rolled a 6 so all Epirot Light cavalry gone and 1 roman cavalry gone.
Light Infantry Vs Light Infantry: 2 +1 less than 5 stands -1 charging =2.  Rolled a 2 +1 hero attached =3.  So 1 Epirot Light infantry gone and 2 Romans gone.  Note that this leaves one stand left for the Romans so that is destroyed too (as the Leves earlier).  No more Roman Light Infantry.

Similar combats, but so different the results!
 
Triarii Vs Agema: 2 -1 charging -1 defender outnumbered 2:1 =0.  Rolled a 5 +1 hero =6. 1 Triarii destroyed and all Agema, and the Elephant, destroyed.

Combat is fast.  Faster than I thought it would be.  And a good thing.  I like it.

Overview after Roman combat - lots of missing Epirot
  
Epirot
Orders:
Hoplite and Pikes: Charge (they can just make it)
Hypaspists: Charge
Light Infantry: Charge (the Light Cavalry)
 
All passed activation.

Hastati pila throw Vs Hoplite and Pike: 3 +1 less than 5 stands =4.  rolled a 2 -1 heavy infantry target.  No effect.

Hastati pila throw Vs Hypaspists: 3.   rolled a 5 -1 heavy infantry target =4.  1 Hypaspist destroyed.


Hoplites and Pikes Vs Hastati and Principes: 2 -1 defender outnumbered 2:1 -1 charging = 0. rolled a 5 +1 hero =6.  1 Hoplite/pike gone.  All Hastati and Principes of the unit gone.
Hypaspists Vs the other Hastati/Principes: 2 -1 charging =1.  Rolled a 6! +1 hero = 7.  1 Hypaspist destroyed and 6 (all of them) Hastati and Principes gone.  Unit destroyed.
Light infantry Vs Light Cavalry: 2 -1 charging +1 less than 5 stands (Light Cavalry is not classed as flanked as there is not more attacking stands behind the flank as in front) = 2.  Rolled a 2.  2 Light Infantry destroyed that then leaves 1 in the unit, so unit is destroyed.

 
After Epirot move and combat


Turn 4

Roman
Orders:
Light Cavalry: Charge
Triarii: Charge

All pass activation check.

Light Cavalry Vs Hypaspists: 2 -1 charging -1 cavalry charging -1 defender outflanked +1 less than 5 stands +1 outnumbered 2:1 (I am going to rules that defender with pikes does not count for flanking attacks) = 1. rolled a 1.  1 Light Cavalry destroyed that leaves one left, so unit is destroyed.
Triarii Vs Pikes: 2 -1 charging +1 less than 5 stands (only front two rows count for this, but all stands are counted to see if outnumbered) +1 defender using pikes =3.  Rolled a 1 +1 hero.  But makes no difference.  Triarii loses 2 stands.
 

Triarii battle the pike phalanx (Triarii lose)


I will just move straight to the return attack and then finish the game:
Pike Vs Triarii: 2 -1 defender outnumbered 2:1 =1. rolled a 2 +1 hero =3.  Triarii loses 2, Pike loses 1.  the Triarii is down to one stand and so the entire unit is destroyed.
  
Epirot wins - no Roman units on the table.

At the end of the game these are the only two units (both Epirot) left


Verdict
A great game.  Plays well on a 2'x2' board under one hour.  Needs a lot of figures.  Of course, it would play better on the larger table sizes it is designed for.  It does not really have a historical feel but that is more due to the constraints of the table size rather than the rules.  With more room and larger units it would certainly have a more historical feel -in my opinion of what historical feel is of course.  I was concerned that playing with units with less than 5 stands - there is simply not room on the flanks for more stands - would be an issue.  But I think the rules tweak of only penalising for less than 5 stands rather than for each stand less than 5 worked.  I would certainly not use this rules change for larger games as all units would start with more than 5 stands.  some combat examples would help but I liked my interpretation (naturally!).  Definitely favours aggressive play due to the -1 for charging and a -1 when rolling for hand to hand combat is significant - less stand loss, and a much increased chance of destroying enemy stands.  For a quick game, this is a good thing.  On a 2'x2' table, I would prefer less figures.  I like differentiation of troops morale/fortitude being a die modifier rather than more or less stands (which is how it would be represented in AoMaS).  Again, that is just my preference.  Regardless, these rules fit the bill of fast play ancients on a 2'x2' table.

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.