Sunday, 15 December 2019

Battle of Illipa 206BC using Ancients Battlelines Clash


Introduction
This is game 44 in play testing my ancient rules by replaying historical battles.  The latest version of ‘Ancient Battlelines Clash’ is on its own blog page. I am play testing the rules by replaying all the Peter Sides scenarios from his Historical Battles books.  ABC is designed to finish in around 30 minutes on a 2'x2' table.
I have been slow in play testing these rules for the last few years.  For November 2019 I set a challenge to play the 10 First and Second Punic Wars battles in the book.  This battle is game 9 of the 10 I managed to play in November.

Battle of Illipa 206BC
With the last Carthaginian army left in Spain, Hasdrubal Gisgo and Mago fight Scipio for control.

Some internet links I used for the scenario:

I also used Phil Sabin’s Lost Battles.

Troops

Roman


4 legionaries, Heavy Infantry
4 Allies, Heavy Infantry
4 Velites, Skirmish Infantry, javelins
1 Cavalry, Medium Cavalry
1 Veteran Cavalry, Medium Cavalry, elite
Leader with LG on right.
Army control ability +2
Breakpoint: 11

Carthaginian


4 Spanish/Africans, Heavy Infantry
4 Ligurians, Heavy Infantry
4 Skirmishers, Skirmish Infantry, javelins
1 Numidian cavalry, Light Cavalry, javelins
1 Cavalry, Medium Cavalry
1 Elephant, ELE
Leader with the Spanish/Africans in the centre.

Breakpoint: 11

Scenario changes
I represented fatigue in my rules in that once disordered, a unit received a -2 modifier, not a -1.

Deployment

Deployment - Romans on the left.

Game
Both sides advance.  The Carthaginian elephant get close enough to a Velite unit to cause it to fire at the elephant.  Fire has no effect, and the Velites decide to retire from the battle.  It does mean the Elephant charges straight into a legion unit. The elephant does badly (rolled a 1) and is disordered.

The Carthaginian elephant gets into combat quickly.  It routs shortly after.

On the Roman turn the Cavalry charge the Numidians that fire (for no effect) and evade.

On the Roman right the Roman cavalry and the Numidian cavalry are skirmishing.

The Elephant is not going to go well, now disordered (and fatigued) and doesn’t get the charge bonus this turn.  If the Romans roll a 1 that would be great for the Elephants.  But they roll a 2 and the Elephant routs.  The Romans do not pursue.

The lines are closer, only the Elephant has been a casualty.

The centre Roman Allies advance against the Carthaginians. The skirmisher clash sees one unit disordered before the skirmishers all retire.  The other Allied units charge into the Carthaginians.

The Roman infantry charge the opposing Carthaginian 

Most are disordered.  Disorder is worse for the Carthaginians as the scenario rule for fatigue sees a -2 modifier for disorder, rather than -1.

The left centre Roman heavy infantry charges. Next turn the Carthaginians do nothing and this will force the skirmishers to fire and delay combat with the Roman Heavy infantry.

The left of centre is a skirmish clash. 

The Roman left flank heavy cavalry impetuously charges against the Carthaginian heavy cavalry.  The Carthaginian unit is disordered.

The Roman left cavalry meets the opposing Carthaginian cavalry.

And then routs, the Romans pursuing.

The Carthaginian cavalry eventually routs and the Romans pursue.

Tragedy for the Carthaginians in the centre.  Unlucky dice rolls (lots of 1s) sees three heavy infantry units rout.  To offset this they got lucky and routed a Roman unit.

The Carthaginians lose three heavy infantry units, the Romans lose only one in return.

The Numidians fire on the Roman cavalry and disorder them.  The Romans charge the Numidians that fire and evade.  Their fire is effective and the Romans retire from the battle!  (a few lucky rolls here)

On their tight flank the Romans are disordered by the Numidian missile fire.

In the centre, the Roman unit that did not charge now charges and one more Carthaginian heavy infantry is routed.

Another Carthaginian heavy infantry routs.

On the Roman left side of the battlelines, the skirmisher manages to disorder both opposing heavy infantry! (And I realised after the game I was playing my own rules wrong – have no idea what made me do so.  Only one unit can be adversely affected by one unit firing at two, and the second Carthaginian unit should have reacted by charging the skirmishers.  Ah well, at least this error it did not affect the outcome of the game.)  The Roman cavalry are getting into position to attack the Carthaginians in the rear.

The left Roman centre is still not in melee.  The Roman Cavalry is in the rear of the Carthaginian lines.

On the Roman right, the leaders clash but are both disordered.

On the Roman right it is leader Vs leader but still locked in melee.

In the centre, another Carthaginian heavy infantry unit is routed.

The Carthaginian centre collapses.

The Carthaginians have reached their breakpoint and the Romans win.

The Romans win.

Verdict
An interesting game.  The fatigue rules of the extra -1 for disorder had a huge effect.  In the rules a difference of 1 in melee is a big deal and so where normally there would have been a lot of blood shed on both sides, it was mostly the Carthaginians where it occurred.  The takeaway is to not fight fatigued!

Saturday, 7 December 2019

Battle of Metaurus 207BC using Ancients Battlelines Clash

Introduction
This is game 43 in play testing my ancient rules by replaying historical battles.  The latest version of ‘Ancient Battlelines Clash’ is on its own blog page. I am play testing the rules by replaying all the Peter Sides scenarios from his Historical Battles books.  ABC is designed to finish in around 30 minutes on a 2'x2' table.
I have been slow in play testing these rules for the last few years.  For November 2019 I set a challenge to play the 10 First and Second Punic Wars battles in the book.  This battle is game 8 of the 10 I managed to play in November.

Battle of Metaurus 207BC
One of the most important battles of the Second Punic War, Hasdrubal Barca has led his troops from Spain into Italy to reinforce his brother Hannibal.   After a series of misfortunes, Hasdrubal is forced to fight the Romans in Northern Italy.

This is the Wikipedia internet link:

Troops
Roman


4 legionaries, Heavy Infantry
4 Allies, Heavy Infantry
4 Velites, Skirmish Infantry, javelins
3 Cavalry, Medium Cavalry
Leader with a legion on left.
Breakpoint: 11

Carthaginian

3 Spanish/Africans, Heavy Infantry
2 Ligurians, Heavy Infantry
2 Gauls, Heavy Infantry, warband, poor
2 Skirmishers, Skirmish Infantry, javelins
1 Numidian cavalry, Light Cavalry, javelins
1 Gallic Cavalry, Medium Cavalry
1 Elephant, poor
Leader with the Cavalry.

Breakpoint: 11

Gauls are rated poor due to poor performance in the battle.
Elephant is rated poor as there was only 10 of them present.

Scenario changes
I moved Nero (leader) from the right to the left, effectively starting the battle when Nero moved from the right flank to the left.

Deployment
Romans on the left, Carthaginians on the right.
The stream is crossable, -1 to movement.  Banks are defendable, giving a melee bonus.

Game
Both sides advance.

Both side advance.

The Romans engage first in the centre, skirmisher lines clashing first.

Centre skirmish clash.

The Roman left side of the line advances into combat with the Heavy Infantry but no breakthroughs.

The left side of the Roman infantry line is engaged.

The Carthaginian mounted charge the opposing Roman cavalry.  A Roman cavalry retreats from the Elephant, the rest are disordered.

The Carthaginian mounted charges the Roman cavalry.  One Roman cavalry retreats from the elephant.

The Elephant routs an opposing cavalry and pursues (When writing this up I realised the Elephant is poor and rolled one less than required to rout the opposing cavalry.  Ah well, it was still possible to rout the cavalry so will not worry.).

One Roman cavalry unit is routed.

In the centre a Heavy infantry is routed.  The remaining Velites fire at the heavy infantry that cause no damage.  The Carthaginian heavy infantry charge into the Roman Heavy infantry.  Some disorders.

The whole heavy infantry line on both sides is now engaged.  One Carthaginian unit lost.

Roman cavalry is all routed.

Roman cavalry cleared from that flank.

In the centre, the Carthaginian right collapses and is wide open to the Romans.  One of the legions is racing for the Gauls.

The Carthaginian centre right collapses and the Romans advance.

The legions cross the stream and attack the Gauls.  Everyone is disordered.  The Gauls will now be at a disadvantage being poor and subsequent turns while disordered.  But they are defending the steam bank.

The legions are sent over the stream to attack the Gauls and hopefully defeat them before the Carthaginian cavalry rolls up the Roman line.

The Carthaginian cavalry, having cleared the flank now closes in on the centre.

The Roman mounted has turned and racing for the Roman units!

The Carthaginians lose another heavy infantry in the centre.

The Romans rout another Carthaginian heavy infantry unit.

A Gaul unit is lost but things are hectic with the Romans desperately trying to rearrange their heavy units to be able to contact the enemy.  The Carthaginian cavalry though is faster.

The Carthaginian cavalry is getting closer, but the Romans are also closing in on the Gauls.

Carthaginian cavalry charges in the rear of a Roman Heavy infantry.  Gone.

Heavy cavalry in the rear of the Romans! 

Pursues and charges into another one in the rear.  Gone.

The legion is routed.  But the next one manages to hold on (lucky).

A Roman unit manages to charge into the flank of the Gauls and it is routed. 

A Gallic unit is routed and the Carthaginian army retires.

The Carthaginians reach their army breakpoint and the Romans win!  Only just - the Romans were one unit away from breaking themselves.

The end game.  It was a very close game.

Verdict
Another close game.  And fun.  I could see myself playing this one again sometime as it could easily go badly for the Romans.

Thursday, 5 December 2019

Battle of Baecula 208BC using Ancients Battlelines Clash

Introduction
This is game 42 in play testing my ancient rules by replaying historical battles.  The latest version of ‘Ancient Battlelines Clash’ is on its own blog page. I am play testing the rules by replaying all the Peter Sides scenarios from his Historical Battles books.  ABC is designed to finish in around 30 minutes on a 2'x2' table.
I have been slow in play testing these rules for the last few years.  For November 2019 I set a challenge to play the 10 First and Second Punic Wars battles in the book.  This battle is game 7 of the 10 games I managed to play in November.

Battle of Baecula 208BC
The three Carthaginian armies in Spain were separated and Scipio goes after the one led by Hasdrubal.  Hasdrubal sets up in a strong position in a ravine with light troops screening his camp.  He is unaware that Scipio is bringing his heavy infantry around the flanks.

This is really a sort of ‘what-if’ battle as when Hasdrubal realised it was not a light infantry skirmish he abandoned his camp with his heavy infantry and cavalry. 

Internet links of interest:

Troops

Roman

6 legionaries, Heavy Infantry
4 Velites, Skirmish Infantry, javelins
4 Spanish Allies, Light Infantry, javelins
Leader with a legionary unit on the right.
Army control ability +1

Breakpoint: 9

Carthaginian

4 Gauls/Spanish, Heavy Infantry, warband
4 Spanish, Medium Infantry
4 Skirmishers, Skirmish Infantry, javelins
2 Numidian Light Cavalry
Leader with the heavy infantry

Breakpoint:  7

All but the skirmishers are deployed uncontrolled (so cannot act until the Romans come into range).

Deployment
           
Romans on the left.  All Carthaginians except the skirmishers on the hill are uncontrolled - they cannot activate until enemy in range.
Game
After a couple of turn, the skirmishers get close enough to exchange missiles on the hill

The Velites  and Carthaginian skirmishers exchange missiles.
All the Velites retire, and only one Carthaginian skirmisher does likewise.

The Velites all retire and only inflicted one casualty.
The Spanish Light infantry now attack the Carthaginian skirmishers

The Allied Spanish light infantry go in next.

The hill is cleared of Carthaginians.   It did cost the Romans two Light Infantry units that routed.

The Allied Spanish light infantry clear the hill but lose half their number.
The Romans legions are in position to attack the heavier Carthaginian units.

Each Roman flank has manoeuvred around the hill and it ready to attack.
The Roman right contacts the Numidians and the Medium Infantry.

On the right Roman flank they make contact.
The Cavalry fires (for no effect) and evades off the table.
The Medium Infantry is disordered, retreats and routs due to interpenetrating the warbands.
The legions pursue into other units.

The light cavalry flee and heavier units are contactes.
Scipio’s unit suffers a disorder while meleeing with the warbands!  However, another medium infantry retreats and routs.  The legion pursues into the warband that inflicted the disorder on Scipio’s unit – both are disordered.

A few disorders and locked in melee
One the Roman left flank,  the legions are charge into medium infantry and Numidian cavalry.

The Roman left flank makes contact.
The Numidian cavalry evade and the medium infantry is routed.  The heavy infantry pursue.

Much the same as the right flank - light cavalry flees, one medium infantry routed and locked in melee.
The Carthaginians have reached their breakpoint and retire from the field.  So historically, the same thing happened – Hasdrubal retired from the field to save his infantry and cavalry (in the game they evaded off the table).

Enf game.
Verdict
That went quite well.  I was thinking that it would not be able to recreate history but when the Carthaginian army reached its breakpoint the army fled and so the Heavy infantry never needed to get into combat.

Sunday, 1 December 2019

Battle of Cannae 216BC using Ancients Battlelines Clash

Introduction
This is game 41 in play testing my ancient rules by replaying historical battles.  The latest version of ‘Ancient Battlelines Clash’ is on its own blog page. I am play testing the rules by replaying all the Peter Sides scenarios from his Historical Battles books.  ABC is designed to finish in around 30 minutes on a 2'x2' table.
I have been slow in play testing these rules for the last few years.  For November 2019 I set a challenge to play the 10 First and Second Punic Wars battles in the book.  This battle is game 6 in the attempt.  I have actually played all 10 battles and working my way through writing them up.

Battle of Cannae 216BC
One of the famous battles from history where Hannibal deployed his troops for an envelopment manoeuvre.

Here is the Wikipedia link for the battle:

I used Lost Battles by Philip Sabin to help with the scenario.

Troops

Carthaginian

8 Gauls/Spanish, Heavy Infantry, warband
2 African veterans, Heavy Infantry, elite
2 Skirmishers, Skirmish Infantry
1 Spanish Cavalry Medium Cavalry, elite
1 Gallic Cavalry Medium Cavalry
2 Numidian Light Cavalry
Leader with the Spanish cavalry
Army Control Ability +2

Breakpoint: 15

Roman

8 legionaries, Heavy Infantry
4 Velites, Skirmish Infantry, javelins
2 Medium Cavalry
Leader with one of the legionaries unit.

Breakpoint: 10


Deployment



Game
Everyone advances on both sides.

Everyone advances.

Hannibal’s cavalry charges the Roman cavalry on his right flank.  They are disordered, but do not break.

Left flank Roman cavalry are not swept away and hold the flank.
The skirmish lines trade missiles and they all retire.  One warband is disordered and a few are motivated to charge at the legions. Everyone in melee is disordered.


The Skirmishers meet and are cleared and then the heavy infantry meet.
On the Roman right, the cavalry charges the Numidians.

Right flank Romans charge the Numidians.
The Romans are pushed back under the weight of missiles (thy rolled a 1).

But the Romans are halted by the weight of missiles! 
In the centre, a legion is lost, and so is a warband.  The Roman Cavalry on the Roman left flank hangs on.

The centre clash sees one unit lost by both sides.
The warbands charge in to close the gaps

The rest of the warbands charge in...
Carnage – two more units lost on both sides and a warband breaks through.

And two more units lost of both sides - and a warband also manages to break through.
More carnage as more units lost on both sides in the centre.  Things are not going to plan (lots of wild die rolls have seen units routing quickly).

The centre has really collapsed for both sides.
The Roman cavalry on the Roman right again charges the Numidians that flee.  The Cavlary pursue – straight into a unit of African Veterans.

The Numidian light cavalry retires and the Roman Cavalry pursues into the heavy infantry behind. The cavalry subsequently  rout from this encointer. 
The Roman Cavalry routs.  The Romans have reached their breakpoint and the Carthaginians have won!

End game.  The Roman left cavalry surprisingly held on the entire game.
Verdict
A game that did not go like history, although I can see how it could have.  The Roman cavalry hung on longer against Hannibal than normal (good dice rolls).  The warbands did really well  (rolls lots of 6’s that are good), while the legionaries rolled many 1s (that are bad).  Normally the battlelines lasts a bit longer.  If die rolls had been a little bit more average, I can see how the Roman cavalry and African Veterans would have been able to turn the flank of the main infantry battleline.