Tuesday, 19 December 2023

30 ancient games in 30 days - games 11 to 15

Introduction

Games 11 to 15 in the 30 games in 30 days using my own rule son a 40cmx40cm table with 15mm figures.  Replaying some historical battles based on some Bill Banks Ancients user written scenarios.  Details can be found at this introductory blog post: https://shaun-wargaming-minis.blogspot.com/2023/12/introduction-to-30-games-in-30-days.html

In this post are these battles:

  • ALLIA River, 390 BC, Gauls vs Romans
  • CRANNON, 322 BC, Antipater and Craterus (Macedonia) vs Antiphilus, (Greeks)
  • THATES, 310 BC, Satyros (Scythia) vs Eumelos (Scythia)
  • SENTINIUM, 295 BC, Samnites/Gauls vs Romans
  • HERACLEA, 280 BC, Pyrrhus, King of Epirus vs L. Laevinius, Consul of Rome

 ALLIA River, 390 BC

Vae Victis! The Gauls under Brennus face a hastily arrayed force of Roman hoplites north of Rome.

Link: https://en.wikipedia.org/wiki/Battle_of_the_Allia

Map: Hill on the Roman right with enough room for 2 units width.

Special: Chariots have no ranged missile fire.

Gauls (bp 4): 1 LDR, 2 CH, 6 WB.

Deploy: CH(no m) WB* WB WB WB WB WB CH(no m).

Romans (bp 1.5): 1 LDR, 1 HC, 2 PX, 2 LI.

Deploy: LI PX PX* LI (hill) HC (hill).

Deploy

The best chance for the Gauls is to take the hill and then flank the main battleline. The Romans don’t really have much tactically, other than take opportunities on bad dice rolls.

The Gauls advance along the line. On the Gallic right flank the chariots charge the Light Infantry that retreat and then the Light Infantry cause the Chariot to retreat.  Rather than risk losing the chariot, this flank was a stalemate after this.

Some warbands make it up the hill and disorder the Heavy Cavalry.  The Light Infantry retreats.  The chariot is supposed to flank the Heavy Cavalry but is not moving very well (failing order moves).

The attack on the hill

After a few turns, and with the chariots help, the Heavy Cavalry is routed

The centre warbands charge the Romans and disorders all around.

The charge of the warbands.

The centre warbands rout an opposing Roman unit, but the Romans do rout one of the warbands.  The Romans have lost their nerve and all flee the field.

End game

Note: the Gauls on the hill failed to move so never did get to flank the main battleline.

A slow game as all the Romans can do is sit and wait for the Gauls.  The Gauls are fairly likely to win on the hills but I they don’t, or they get better luck in the centre, it could be a win for the Romans.  They do have to be lucky though.

CRANNON, 322 BC

Lamian War.

Link: https://en.wikipedia.org/wiki/Battle_of_Crannon

Map: Open.

Special: Greek HI are hoplites.

Antipater and Craterus (Macedonia) (bp 2): 2 LDR, 2 HC, 2 LC, 2 PX, 2 LI.

Deploy: LC HC LI PX* PX LI HC* LC.

Antiphilus, (Greeks) (bp 2.5): 1 LDR, 4 HC, 1 HI, 2 LI.

Deploy: HC HC* LI HI LI HC HC.

Deploy, Macedonia on the left

Macedonia is weaker on the flanks, but has a strong centre.  They need to win in the centre as fast as they can and hopefully destroy a few units on the flanks to reach the Greek breakpoint.  The Greeks need to hold back the centre and win on the flanks.  The left flank is their strongest and so hopefully win there and then turn inwards and flank the centre

The Macedonian centre advances.  Due to a string of 1s for activation, the Greek flanks don’t move very far.  Eventually the Greek right flank engages the Macedonians.  After a few turns of melee, the Light Cavalry is routed.  One of the Greek Heavy Cavalry is routed next turn.

Cavalry clash on the Macedonian left.

The Macedonian centre gets in range of the Light Infantry for ineffective missile but one of the Phalanxes changes into the hoplites, both are disordered.  The hoplite is destroyed soon after.

The hoplite unit is outnumbered and is lost shortly after.

The Greek left flank got moving after few turns.  The Macedonian Heavy Cavalry+leader is drawn into charging.  The subsequent melee sees both HC disordered, unluckily the Macedonian general is killed and then later the Heavy Cavalry itself is routed.

The Macedonian Heavy Cavalry, leaderless, is routed

On the Macedonian left flank the now 1:1 Heavy Cavalry clash sees the luck go the Macedonians as the Greek Heavy Cavalry is routed.  The Macedonians win as the Greeks have exceed their army breakpoint.

No end game picture

An interesting game.  The lack of movement on the flanks really helped the Macedonians.  I think the Macedonian and Greek HC should be setup further back to make it longer for the Heavy Cavalry the engage.

THATES, 310 BC

Scythian succession war.

Link: https://en.wikipedia.org/wiki/Battle_of_the_River_Thatis

Map: Open.

Special: None.

Satyros (Scythia) (bp 3.5): 1 LDR, 1 KN, 1 HC, 1 LC, 1 MI, 3 LI.

Deploy: HC LI MI LI LI KT* LC.

Eumelos (Scythia) (bp 4.5): 1 LDR, 1 HC, 4 LC, 1 MI, 3 LI.

Deploy: LC LC HC* LI MI LI LI LC LC.

Deploy, Satyros on the left

Satyros is going to have a tough time.  Stronger on right flank with the Knights but weak on the left and the centre is even.   Best bet is to try and win on the right.  Eumelos aim is to try and eliminate the Satyros left flank and then work on the centre.   Lots of missile fire will make this game a bit dependent on dice throws.

Satyros advances his right flank and centre. The alter to ensure the right cavalry cannot be flanked by Eumelos’s centre. Eumelos advances the Light Cavalry on the right flank.  Satyros then charges the opposing Heavy Cavalry +2 x Light Cavalry.  Ineffectual missile fire and the Knights disorder the Heavy Cavalry.  Eventually the Heavy Cavalry, and Eumelos, is routed.  The Light Cavalry is routed a turn later.

Satyros Knight in melee with the Heavy Cavalry and Eumelos

On the other flank, the Eumelos Light Cavalry move into missile range of the Heavy Cavalry.  The Heavy Cavalry charges rather than sit under a hail of arrows.  The Light Cavalry fire and retreat.  The Heavy Cavalry continues into the Light Cavalry but the Heavy Cavalry is disordered.  This is not great news as the Light Cavalry can now perform some 1:1 melees.  They do so and the Heavy Cavalry is routed.  The Satyros left flank is now clear.

The Light Cavalry about to rout the Heavy Cavalry

It is now a race to see who can roll up the centre first.  The Satyros Knights does it first.

Satryos Knights attacking the flank of the centre battleline.

The Satyros left side of the battleline moves up to engage the opposing battleline to ensure it is kept busy.   Ineffectual missile fire as mostly facing Light Infantry.  The Eumelos right flank Light Cavalry, leaderless, fail to take advantage of their position to engage the battleline.  The Knights continues into the Medium Infantry and routs it.  The Eumelos army flees the field and Satyros has won.

End game

Interesting game, full of Light Infantry and Light Cavalry.    The rules seem to hold up well with the Light Cavalry interaction.  Missile fire makes for a slightly longer game but only by a turn or too.  Mainly due to the firing retreat results rather than disorders in melee.

SENTINIUM, 295 BC

Decisive battle for control over the Apennine peninsular.

Link: https://en.wikipedia.org/wiki/Battle_of_Sentinum

Map: Open.

Special: Chariots have no ranged missile fire.

Samnites/Gauls (bp 4.5): 2 LDR, 1 CH, 2 HC, 3 WB, 3 MI.

Deploy: HC MI MI* MI WB WB* WB HC CH (behind the HC).

Romans (bp 4): 2 LDR, 3 HC, 5 HI.

Deploy: HC HI HI HI* HI HI HC HC*(at the rear on the right).

Deploy, Samnites/Gauls on the left.

The Gauls best chance is the left side – WB and the Chariots and Heavy Cavalry should be able to defeat the opposition.  The Samnites need to hold back – they should eventually lose to the Romans.  The Roman need to focus on their right flank which is the strongest and defeat the Samnites as quick as possible.

The Allied side advance the Gallic Warbands and the Chariots.  They make contact and disorders all around.  A warband is lost in subsequent melee.  The Gallic Heavy Cavalry moves to protect that flank.  The Gallic chariot is routed in a bit of bad luck (1:1 melees are a gamble  each has a 1 in 6 chance of routing).

Gallic Battleline.  A warband and the chariot is lost shortly after this.

The Romans advance the right side of the legions (to protect the Heavy Cavalry flank) and also the Heavy Cavalry.   The cavalry units clash and locked in melee.  The Roman general flanks the Samnite Heavy Cavalry and the latter is routed.

Samnite cavalry flanked.

A Samnite unit is lost after being flanked by the Heavy Cavalry.  An another warband is lost in another 1:1 attack against the legions where they rolled a 1.   The allies have exceeded their army breakpoint and lose the battle.  The Roman win and suffered no losses. 

No end game picture.

While it may seem one sided, the Romans should have suffered more losses, the odds were even in a lot of places, just that the Allies rolled badly all the time!

HERACLEA, 280 BC

Pyrrhic victory.

Link: https://en.wikipedia.org/wiki/Battle_of_Heraclea

Map: Open.

Special: None.

Pyrrhus, King of Epirus (bp 3): 2 LDR, 1 EL, 1 HC, 1 LC, 3 PX, 1 HI, 1 LI.

Deploy: LC LI PX* PX PX HI EL HC*.

L. Laevinius, Consul of Rome (bp 3): 1 LDR, 2 HC, 1 LC, 4 HI, 1 LI.

Deploy: HC HC HI HI HI* HI LI LC.

Deployment, Epiriots on the left

I have played this scenario many many times.  It is Pyrrhus’s to lose.  Pyrrhus’s left light flank is evenly matched by the Roman right.  His right flank is strong and normally takes out the Roman cavalry.  The centre is slightly stronger than the Romans legions but can go either way.  The Romans only chance is to hope for slightly favourable luck in the centre and hold back everything else.  If the Roman cavalry hang on long enough, or actually take out the elephant or the Heavy cavalry, this will really help.

Both sides advance.  Elephants and the Heavy Cavalry smash into the Roman Heavy Cavalry.  The Heavy Cavalry is disordered but - oh no! - Pyrrhus has taken a wound and out of the battle.  And next turn a roll of 6 sees the HC lost as well.

The elephants and the Heavy Cavalry+Pyrrhus attack the Roman cavalry.

The centre battlelines clash!  Disorders liberally dished out.  But then next turn, disaster – two ‘6’s see two disordered phalanxes routed. 

The battleline with 2 phalanxes lost!

With three units and Pyrrhus routed, the Epirots have lost.  The Romans win!

End game

Wow.  In all the games of Heraclea I have never seen a loss as bad as this.  Lucky die rolling by the Romans (and bad rolling by Pyrrhus) saw them win with no losses.

Halfway!

 Ok, 15 of 30 games; halfway though.  I am struggling a little from gaming fatigue but enjoying the games.  Getting out the figures that have not seen play for years is great. The fatigue is more from finding the time.  Most of the games have been played in 3 to 6 time slots of about 5 to 10 minutes each. Some early games were in one go.  Writing does not take too long, neither do the games. Combined this with thinking on tactics, I am looking at about 40 minutes per game.  The writing is long form notes and each game does not take more than 5-10 minutes to tidy up.

 

Saturday, 16 December 2023

30 ancient games in 30 days - games 06 to 10

Introduction

Games 6 to 10 in the 30 games in 30 days using my own rule son a 40cmx40cm table with 15mm figures.  Replaying some historical battles based on some Bill Banks Ancients user written scenarios.  Details can be found at this introductory blog post: https://shaun-wargaming-minis.blogspot.com/2023/12/introduction-to-30-games-in-30-days.html

In this post are these battles:

  • CARCHEMISH, 605 BC, Babylonians under Nebuchadrezzar II vs Egyptians under Necho
  • PASARGADAE, 550 BC, Persia Cyrus and Harpagus vs Medes Astyages
  • PELUSIUM, 525 BC, Persians (Cambyses II) vs Egyptians (Psamtik III)
  • Lake REGILLUS, 496 BC, Romans vs Etruscans
  • MARATHON, 490 BC, Callimachus, war Archon of Athens vs Datis, general of Persia

CARCHEMISH, 605 BC

The Babylonians under King Nebuchadrezzar II defend the vital Euphrates River city of Carchemish against the Egyptian forces of King Necho.

Link: https://en.wikipedia.org/wiki/Battle_of_Carchemish

Map: Open.

Special: None.

Babylonians under Nebuchadrezzar II (bp 3): 1 LDR, 2 CH, 1 HC, 1 HI, 2 HA.

Deploy: normal free deployment for example CH CH* HA HI HA HC.

Egyptians under Necho (bp 2.5): 1 LDR, 1 CH, 2 HI, 1 HA, 1 MI, 1 LI.

Deploy: normal free deployment for example CH* MI HI HI HA LI.

Deployment, Babylonians on the left

Not much of an advantage anywhere.  I think the best is an all out attack on both side and take advantage of any local superiority.

The Babylonians advance and shift to the right slightly to ensure they can get all their units matched-up.   The Egyptians only advance their right flank as the Babylonian centre has two heavy archers with long range bow fire.  Best to avoid.  Although one unlucky Egyptian Heavy Infantry got in range and is disordered.

The Babylonians advance their left flank chariots into missile range, as well as part of the centre.   The left most Light Infantry fires at the Babylonian chariot and return fire sees is retreat disordered.

This is becoming very interesting with the battle fragmenting as units jostle for where they make get an advantage and also nullify missile fire or, if an archer, position best to fire.   This is the case with the Egyptian right flank Heavy Infantry that has detached and advanced towards the Babylonian Heavy Archers instead of just sitting there for chariot bait, or if failing that, taking arrows. 

The game fragments while units seek advantage

The Egyptian Chariot fires at the Heavy Cavalry and they are disordered!  Halves their combat value and makes it worthwhile to attack.  The chariots do so next turn and the cavalry are routed.

The Egyptian Chariots (with general) rout the Babylonian cavalry

In a 1 in 36 fluke (two 1s) the 2 Babylonian chariots on the left flank disorder and then rout the Egyptian Heavy Infantry on that flank.

The Heavy Infantry withers under intense missile fire from the chariots.

Centre Egyptian Heavy Archers fires at the opposing Heavy Infantry that advances, next turn Heavy Archers fires again and Heavy Infantry advances into melee and both are disordered (not good for the Heavy Archers as once disordered their combat value goes from 3 to 1).  And so it happens that next turn the Heavy Archers are routed.  Meanwhile the Egyptian Medium Infantry charges the Babylonian Heavy Archers gets into combat but disordered.  Next turn in melee the Heavy Archers take out the Medium Infantry.

Babylonian Heavy Archers take out the Medium Infantry in close combat

The Egyptians have had enough and flee the field.

End game

There were a number of failed activations – group will move on a 2+ on a d6 but it is 3+ if you are a single unit.  The Egyptian failed a number of times to move their single units, particularly the Heavy Infantry in the centre that could have likely taken out the opposing Heavy Archers.

Most of the previous games have been all over in 15 minutes (excluding note taking).  This one I think went for about 40 minutes.  I pondered every single unit move to try and figure out what was the best move for not only local but in the longer term.

PASARGADAE, 550 BC

Showdown between the Medes and the Persians. The result was the annexation of Media into the rising Persian Empire.

Link: https://en.wikipedia.org/wiki/Persian_Revolt

Map: Open.

Special: None.

Persia Cyrus and Harpagus (bp 3): 2 LDR, 2 HC, 1 LC, 3 HA, 1 MI.

Deploy: normal free deployment for example HC MI HA HA HA* HC* LC.

Medes Astyages (bp 2.5): 1 LDR, 3 HC, 2 HI, 1 LA.

Deploy: normal free deployment for example HC HC* HI HI LA HC.

Deployment, Persia on the left

Cyrus’s left flank is weak compared to the Medes.  The centre is strong and the left flank is slightly stronger as well. The weak point is that the Medes have 2 Heavy Cavalry on Cyrus right flank Vs Cyrus with one Heavy Cavalry and one Light Cavalry so if can get into combat fast enough they have superiority.  Cyrus has the Immortals next to him and that will nullify the Medes advantage, but infantry are slower than cavalry.

Cyrus advances his right flank and centre, bringing them together in one line.  The Medes mirror this, advancing their left flank and centre. However, this brings the Heavy Cavalry in range of the Persian Heavy Archers.  The Persian Light Archers fire at not only the Heavy Cavalry but also the Heavy Infantry battle line.  No disorders but the arrows cause the Heavy Cavalry (with leader) to charge straight ahead into the immortals. The Immortals had already fired to cause the charge, so don’t get to fire on contact (in my old rules they would have done so).  Once again, the 1 in 36 die roll strikes again!  The Medes roll a 1 (disordered) and then rolled to see if the leader is incapacitated – a ‘1’ so yes.

Medes Heavy Cavalry disordered and leader killed, all by the Persian Immortals.

The other Heavy Cavalry advances into the Light Cavalry and causes a disorder.  Cyrus and the Heavy Cavalry attack the disordered leaderless Heavy Cavalry and it routs.   The Person Light Cavalry is routed next turn.

The Persian right flank – Heavy Cavalry Vs Heavy Cavalry

The centre Median Heavy Infantry units advance towards the Sparabara line.  The latter fire is ineffective, the next turn the Heavy Infantry advance and the fire once again is ineffective but does cause 1 Heavy Infantry to advance into melee, disordering both Heavy Infantry and a Sparabara unit.  The other Sparabara melees but unfortunately they themselves are disordered.  The Heavy Infantry takes out a Sparabara next turn.  All is not lost for the Persians though as the Immortals are turning on their flank.

The centre battle line.

The Immortals slam into the flank and rout the Median Heavy Infantry, the Medes flee the field and the Persians win!

The Immortals on the flank of the Median Heavy Infantry

End game

Note: The Persian left flank did advance with the aim to then only advance the Medium Infantry against the Light Infantry.  But never got into range of the opposing flank.

The game was close. It was hard for the Medes to come back after losing the leader, and they did not. 

PELUSIUM, 525 BC

Persian conquest of Egypt by the son of Cyrus the Great.

Link: https://en.wikipedia.org/wiki/Battle_of_Pelusium

Map: Open.

Special: Egyptian HI are hoplites (better protection against missiles).

Persians (Cambyses II) (bp 3): 2 LDR, 2 HC, 1 LC, 3 HA, 1 MI.

Deploy: HC HC* HA HA* HA MI LC.

Egyptians (Psamtik III) (bp 2.5): 1 LDR, 1 HC, 2 HI, 1 HA, 1 MI, 1 LI.

Deploy: LI MI HI HI HA HC*.


No deployment picture :-(

 

Cambyses II is only really strong on the left flank.  The centre is a bit of a gamble Vs 2 Heavy Infantry.  The right flank is fairly even as well with the Egyptian left flank.

 

Cambyses II advances his entire line.  The Egyptians advance only their centre where they have the best chance of winning).

The left flank Persian Heavy Cavalry units charge into the opposing Heavy Cavalry and Heavy Archer.  The Heavy Archer forces the Heavy Cavalry with Cambyses to retreat.  The other Heavy Cavalry attacks at 1:2 and get the worst result by rolling a 1 – Attacker Eliminated.  The Egyptian Heavy Cavalry pursues, straight into the Heavy Cavalry+Cambyses.   And the Egyptian leader scores again, rolling the only bad result for the Persians – a 6 and only the Persian Heavy Cavalry is disordered.  Next turn, the Persian humiliation continues with another 6 and the Persian Heavy Cavalry and Cambyses are gone.

The Persian left flank, half gone already.  Soon all will be lost.

The centre Egyptian hoplites move forwards with ineffective missile fire from the Heavy Archer.  But then the Heavy Archer gets a turn and OMG, three 1s.  The only result to inflict damage on the hoplites.  One is routed, the other not looking good.

Half the Egyptian’s centre already lost. 

The Egyptian right flank is advancing to outflank the Persian centre.  The Immortals advance on the disordered hoplites.  It will be a 2:1 and much better chance of destroying them than firing.   They rout the hoplites!

The Egyptian Heavy Cavalry charges into the flank of the nearest Sparabara.  Note this does not induce a flank attack bonus as the Sparabara are not also being attacked form the front.  It does not matter, the Sparabara are disordered and are unlikely to survive another turn.  And they don’t.  The Persians have reached their limit and flee.

Heavy Cavalry charges into the Sparabara flank

Just to note that the Heavy Archers on both sides were taking pot shots at one another.  A loss of a Heavy Archer would have also tipped the game either way.

End game.

Well, that was a swingy game! That is what happens when you roll only 1’s and 6’s.  At the start thought it was going to be a Persians narrow win, then after the loss of the flank and easy Egyptian win, then after the centre Egyptian loss I had no idea!

Lake REGILLUS, 496 BC

The Romans attempt to throw off the Etruscan yoke.

Link: https://en.wikipedia.org/wiki/Battle_of_Lake_Regillus

Map: Open.  Impassable lake running just off Roman left flank to Etruscan right flank.

Special: None.

Romans (bp 3): 2 LDR, 1 HC, 2 HI, 3 MI, 1 LI.

Deploy: LI MI MI MI HI* HI HC*.

Etruscans (bp 3.5): 1 LDR, 2 HC, 2 HI, 3 MI.

Deploy: HC HC* Hi HI MI MI MI.

Deployment, Romans on the left.

This will be a tough one for either side.  Both quite well balanced, the Etruscans are stronger on their right flank, the Romans have a leader in the centre.  But the Romans will need the centre and right flank to protect the opposite.  And the other flank is about equal.

Romans advance the centre and right, the centre moving towards the right.  The Roman left flank veer to the right to line up against any opposition.  Etruscans also advance (the centre more slowly as failed a move order).  The Roman Heavy Cavalry is subject to a mandatory charge into the Etruscans and disorders a Heavy Cavalry.  In the next turn the Roman Heavy Cavalry is disordered.

The Roman Heavy Cavalry holding its own, just, against two Etruscan Heavy Cavalry

The Etruscan right flank of Medium Infantry charges into the Roman opposition.  The Light Infantry fires for no effect and retreats. A few disorders handed out in the melee.  One of the Roman Medium Infantry routs.  The Light Infantry fires at a Medium Infantry that charges in retaliation and the Light Infantry is disordered.  The Light Infantry routs next turn.

The Medium Infantry dominated flank

The centre has the elite Roman Heavy Infantry charge the opposing Etruscan Heavy Infantry but is itself disordered.

The centre Heavy Infantry action.

The Etruscans take a chance and combat the Roman Heavy Cavalry.  A lucky roll sees the Roman Heavy Cavalry +general routed.

The Heavy Infantry on the Roman right flank is free of threats and so charges the now disordered Heavy Cavalry to its front.  The Heavy Infantry to its left attacks the opposing Etruscan Heavy Infantry hoping to disorder it.  On the 1 in 6 chance, they rout.  The Romans lose.  The Etruscans did not lose a single unit!

No picture of end game as I forgot!

Another close game. Although you would not know it from the above report.  There is not much between the two sides. With only a small number of unit and a single 1d6 rolls for combat resolution it is the case that games may swing due to a high number of 1s and 6s.  Like this game.  I don’t mind, certainly makes them tactically challenging!

MARATHON, 490 BC

Athenian desperate attempt to defend from Persian invasion.

Link: https://en.wikipedia.org/wiki/Battle_of_Marathon

Map: Open.

Special: A draw is considered a Persian victory.   Athenians are hoplites.

Callimachus, war Archon of Athens (bp 2.5): 1 LDR, 3 HI reduced, 2 HI.

Deploy: HI Hi(d) HI(d) HI(d) HI*.

Datis, general of Persia (bp 3.5): 1 LDR, 3 HA, 4 LA.

Deploy: LA LA HA HA* HA LA LA.

Deployment, Athenians on the left


For the last 5 times I have played this scenario I made the Athenian hoplites Phalanxes (showing my Armati heritage).  I have now come around to classifying them as Heavy Infantry, albeit with better protection against missiles than normal Heavy Infantry. This will be the first time playing with them as Heavy Infantry.

The Athenian centre may get wiped out by excellent missile fire from the Sparabara.  The flanks are where the Hoplites have a good chance Vs the lighter archers.  Just like historically the best tactic for the Athenians is to run like hell at the Persians!

The Athenians advance.  When they get into missile range the Persians unleash.  The Athenian line is a little broken up and the Athenian leader unit is disordered but otherwise still going ok.  Trouble for the Athenians – the hoplite clashes with the Persian leader unit and it routed.  The Athenian leader on the right flank also succumbs to missile fire.  Game is over for a Persian win. Due to the number of 1s, the Athenians lost this game.

End game.

So what if they did not roll a 1s against the Athenian general unit? I played as if the Athenian general was not routed and the hoplites managed to hang on.  The general routed the 2 Light Archers facing them and two Sparabara were lost in the centre. Greeks win!  As I wrote for the last scenario, the game rests on a few dice rolls but I like the broad brush approach, all it takes is a 1 in 6 chance and the game can go the other way.

I really like playing Marathon because with the small number of units and the quick brutal rules, the game plays out different every time!

Thursday, 7 December 2023

30 ancient games in 30 days - games 01 to 05

Introduction

The first 5 games in the 30 games in 30 days using my own rule son a 40cmx40cm table with 15mm figures.  Replaying some historical battles based on some Bill Banks Ancients user written scenarios.  Details can be found at this introductory blog post: https://shaun-wargaming-minis.blogspot.com/2023/12/introduction-to-30-games-in-30-days.html

In this post are these battles:

  • NIHRIYA, 1230 BC, Assyrians vs Hittites
  • Great BITTER LAKE, 925 BC, Egyptians vs Bedouins
  • LACHISH, 701 BC, Assyrians vs Citizens of Lachish
  • ULAI River, 652 BC, Assyrians vs Elamites
  • Second MEGIDDO, 609 BC, Egyptians vs Judean

NIHRIYA, 1230 BC

Assyrian King Tukulti-Ninurta I invades the Narri lands controlled by the Hittites. The Assyrian victory shake the Hittite empire to its foundation.

Link: https://en.wikipedia.org/wiki/Battle_of_Nihriya

Map: Open.

Special: A draw is considered a Hittite victory.

Assyrians (bp 2.5): 1 LDR, 2 CH, 2 HI, 1 HA, 2 LI.

Deploy: normal free deployment, for example CH* CH LI HI HI HA LI.

Hittites (bp 2): 1 LDR, 2 CH, 2 MI, 2 LI, 2 LA.

Deploy: normal free deployment, example: CH* LI LA MI MI LA LI CH.

Deploy – Assyrians on the left, Hittites on the right

Assyrian left flank holds as facing a superior enemy.  Assyrian right flank and centre advance.    Hittites do mirror and play to their strengths – advance their right and hold centre and right.

Assyrian right flank chariot engages Hittite flank force.

Missile fire is ineffective and flank combat does not go great for Assyrians. Later on the Hittite chariot is destroyed but Hittite missile fire overwhelms an Assyrian chariot that routs.

Hittite right flank advances but the missile units retreat, causing disorder to the chariot and general.  The chariot manages to later disorder the Light Infantry and then eliminate it.  The Hittite Light Infantry and Assyrian Heavy Archers keep exchanging missile fire and disorder each other.

In the centre the Hittite archers fire for no effect.  Finally the Assyrian Heavy Infantry close with the Medium Infantry, a few disorders but crucially not on one of the Assyrian Heavy Infantry do still at full strength.

Mid game.

The Assyrian Heavy Archers is lost!  The Assyrian right flank has gone.  And then disaster.  The Assyrian General charges the Light Infantry that manages to rout the Chariot with their missile fire.  The Assyrians have lost too many units and so retire.

End game

That was fun and a good introduction to the 30 days of battles.  Five turns and lots of action in each turn.  I did not think the Hittites would win but they had some good dice rolls at the right times.

 

Great BITTER LAKE, 925 BC

Pharaoh Shoshenk surprises the camp of raiding Bedouins.

Link: https://en.wikipedia.org/wiki/Battle_of_Bitter_Lakes

Map: Open.

Special: None.

Egyptians (bp 2.5): 1 LDR, 1 CH, 1 LC, 1 HI, 2 LI.

Deploy: normal free deployment for example CH* LI HI LI LC.

Bedouins (bp 3): 1 LDR, 2 LC, 2 MI, 2 LA, 1 CP.

Deploy: Camp in centre at back and free deployment in front for example CM LA MI MI* LA CM.

Deploy.  Egyptians on the left, Bedouins on the right

The Egyptians are stronger on the left flank so advance.  The centre is iffy but advance anyway. The Bedouins advance the left flank camels as hope to take than flank. The Egyptian right flank Light Cavalry has to move to protect that flank.  

Egyptian chariot charges the camels but they fire and retreat, disordering the chariot. Oh-oh.   The chariot (and leader) is overwhelmed by the Camel missile fire and routs.

Egyptian chariot disordered by the Camels

The centre slowly advances through missile fire but the Heavy Infantry finally makes contact with the Bedouin Medium Infantry.

Egyptian Heavy Infantry in contact!

The Egyptian Light Infantry and Bedouin Light Archers are in a missile contest and the 2 Bedouins Light Archers come off worse and retire from the field.   And then a Bedouins Medium Infantry is also lost!  I really thought the Egyptian would be done for but clearing the Light Archers has really helped.

The tide is turning in the centre for the Egyptians

The Camels on the left flank charge into the Egyptian Light Infantry and rout them.  The Egyptians have lost too many units and so have lost this encounter.

End game.

Losing the chariot at the start was always going to make it hard for the Egyptians but they nearly managed to pull off a win regardless.

 

LACHISH, 701 BC

As part of his campaign to conquer Judah, King Sennacherib of Assyria besieges and assaults the town of Lachish.

Link: https://en.wikipedia.org/wiki/Siege_of_Lachish

Map: Town on hill 2 Base Widths wide in centre able to contain the 4 Lachish defenders.

Special: Battle is taking place once wall has been broken on one 2 Base Widths side.  Other sides of the town cannot be moved across but may be missile fired across. Town defenders never retreat. The Assyrians must eliminate all of the defenders to win. The Lachish defenders win (strictly a moral type victory) by having at least one unit still alive at end of game.

Assyrians (bp 2.5): 1 LDR, 3 HI, 2 HA.

Deploy: 2 HI against the wall with HA facing within close range on other walls.

Citizens of Lachish (bp 4): 1 LDR, 2 MI, 2 LI.

Deploy: deploy in the town.

Deployment

Not really much of a battle, more just dice rolling.  At least a change from more typical battles. 

 The Assyrian Heavy Infantry leader disordered the defender.  While the other Heavy Infantry melee sees both disordered and then in a subsequent round of melee the Medium Infantry is destroyed (rolled a 1).  The Heavy Archers and Light Infantry exchange fire and all disordered and then an Assyrian Heavy Archer is routed.  Note that in my rules the Light Infantry cannot be routed by missile fire if defending a town/rampart etc.

Defenders are crumbling but the fire from the ramparts is taking its toll of the other side

The Heavy Infantry advance into the rear of the Light Infantry and 3 ‘6’s in a row (the only roll that would disorder/deplete the Light Infantry) see the Light Infantry destroyed and the Assyrians are victorious.

Light Infantry defenders just before destroyed.

The Lachish defenders do have a chance to win this game as there are a lot of 1:1 attacks.  While not a lot of tactics, there is a little bit but lots of luck really.

 

ULAI River, 652 BC

To protect vital trade caravans of metals and horses from Iran and eastern Anatolia, the Assyrians take the offensive against the Elamites, allies of the Babylonians. The Assyrian victory helped bring down the Elamite civilization.

Link: https://en.wikipedia.org/wiki/Battle_of_Ulai

Map: Open.  Impassable river running just off Assyrian right flank to Elamite left flank.

Special: None.

Assyrians (bp 3.5): 1 LDR, 2 CH, 1 HC, 1 HI, 2 HA, 1 MI.

Deploy: normal free deployment for example CH CH* HA HI HA MI HC.

Elamites (bp 3.5): 1 LDR, 2 CH, 1 LC, 2 LI, 2 LA.

Deploy: normal free deployment for example CH* LC LA LI LI LA CH.

Deployment, Assyrians on the left, Elamites on right

The Elamite Chariot+Leader is stronger on their flank than the opposing Assyrian Chariot so that will have to be the attack vector.  The Elamite centre is strong is missiles but weak in close combat.  The Assyrian’s is stronger, not by much but enough, and the Assyrians should prevail once they get there.  The Assyrian left flank is very strong – 2 Chariots + leader Vs 1 Chariot.  So Assyrians centre and left attack, hold the right.  Maybe use the Assyrian Medium Infantry to help bolster the right flank.

Assyrian centre and left flank advance, except the Medium Infantry that stays behind to help with right flank defence.  Elamite left flank advances.   

Chariot warfare of the Assyrian left flank sees one of each Assyrian and Elamite Chariot retreat, and then a Elamite Light Archer also fires and forces the Chariot to retreat further.    The Assyrian Chariots manage to reform and charge the Elamite Chariot.  It routs but not before disordering the general’s Chariot.

The Elamite chariot bravely hung on for a while but was routed soon after.

The Elamite right flank charges the Heavy Cavalry, both are disordered and then in the next melee the Elamites. Chariot is routed (a 6!).  The Elamite Light Cavalry advances harass the Assyrian Medium Infantry.  It was a stalemate for quite a while.  The Assyrians were out of command range and single units so hard to get them to move.

Assyrian right flank stalemate after Elamite Chariot lost

The centre sees a few disorders on both sides.  The Heavy Infantry manage to contact the Light Infantry but both are disordered.  The Heavy Archer hang back for missile support and finally an Elamite Light Archer is routed.

Centre battle, lots of arrows exchanged.

Finally another Elamite Light Archer is lost and the Elamite army collapses for an Assyrian win.  

End game

Surprisingly, the Assyrians lost no units.  Unusual.

 

 Second MEGIDDO, 609 BC

"Necho, King of Egypt, came up to fight..and Josiah went out against him..and came to fight in the valley of Megiddo." Second Chronicles Ch. 35.

Link: https://en.wikipedia.org/wiki/Battle_of_Megiddo_(609_BC)

Map: Open.  Stream running just off Egyptian right flank to Judean left flank (cannot move off that way).

Special: None.

Egyptians (bp 2.5): 1 LDR, 2 CH, 2 HI, 1 MI, 1 LI, 1 LA.

Deploy: normal free deployment for example CH* HI HI MI LI LA CH.

Judean (bp 2): 1 LDR, 1 CH, 1 HI, 2 MI, 1 LI, 1 LA.

Deploy: normal free deployment for example CH* LA MI HI MI LI.

Deployment, Egyptians on the left, Judean on the right

Egyptians have a good chance on the left flank and centre but weak right flank.  So focus will be on left and centre.  The Judeans should win their left flank, everything else will hold.  The missile fire from the units are a bit of a wild card.

Egyptians advance left flank and centre and Judean advance their right flank. The Egyptian chariot on their left flank charges the Light Infantry and Medium Infantry, the Light Infantry don’t fire or retreat (very bad rolls) and is routed.  Later The Medium Infantry is also disordered.

Egyptian chariot on left flank in melee with Judean Medium Infantry

The Judean chariot on their left flank charges the Egyptian chariot and Light Infantry. The Light Infantry fire ineffectively and retreat, the Judean Chariot in the subsequent melee disorder the Egyptian chariot.  The Egyptian chariot is later destroyed with the Judean chariot then charging the Light Infantry and both are disordered.

Egyptian Chariot (left) just before destroyed by Judean chariot

The infantry battlelines clash (finally) that sees a few disorders on both sides for the initial melee.  In the ensuing melees the Light Archers, Medium Infantry and Heavy Infantry are all routed (lucky die rolls for the Egyptians).

The battlelines clash.

The Judeans have exceeded their breakpoint and the Egyptian have won.  It was a closer game that is sounds.