Sunday, 10 November 2019

Battle of Ticinus 218BC using Ancients Battlelines Clash

Introduction
This is game 37 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 2 in the attempt.

Battle of Ticinus
The first battle of the Second Punic War fought on Italian soil.  It was mainly a cavalry engagement and smaller than most of the battles I have replayed.  It was between Hannibal and Publius Corneilius Scipio (father of Scipio Africanus who was also involved in the battle).

Here are a few internet links of interest I used for this replay:

Troops
Carthaginian

Carthaginians

4 Cavalry, Medium Cavalry
2 Numidians, Light Cavalry, javelins
Leader with cavalry

Army Command Ability +2

Breakpoint: 7
(Breakpoint so high due to ACA rating)

Roman
Romans

4 Cavalry, Medium Cavalry
4 Velites, Skirmish Infantry, javelins
Leader with cavalry

Breakpoint: 4

Scenario changes
The Peter Sides scenario had the entire army.  Internet sources, and the original source, seems indicate a clash of cavalry and reconnaissance.  I have gone with the latter, loosely based on the Command and Colours scenario.

Deployment

Romans on the left, Carthaginians on the right

Game
The Carthaginian Cavalry charge into the Velites. 

The Carthaginian cavalry charge in!

The Velites retreat from the battle but two of the cavalry are halted in the charge.

The Velites retire but do slow down a couple of heavy cavalry units.


Disorders all round.  The two pushed back cavalry charge in and cause some disorders.
The light cavalry charge in; all locked in melee.

The Numidians charge into the flanks after the Roman cavalry is engaged to the front.


One Roman cavalry routs.  One Carthaginian cavalry routs.  Another Roman cavalry routs and the game is won by the Carthaginians.

The Carthaginians lose a unit but the Romans lose two and break.


Note it was the Roman cavalry that were flanked by the Numidians that routed.  If they were not in the game, it would have been a simple dice fest on who won or lost.

Rule changes
In the old version, flanking light units only got a +1 modifier in melee, compared to +2 for heavy units.In the old version, light units were disordered and then needed another disorder to be routed but in the new version they are routed on a disorder, so go quicker.  This means the +1 for lights should really go to give a similar type of power as before.  Also simplifies the game just a little with one less combat modifier exception.

Verdict
A very quick game and the result was as  expected. It was interesting to play it out though.

Saturday, 9 November 2019

Battle of Bagradas 255BC using Ancients Battlelines Clash

Introduction
This is game 36 in play testing my ancient rules by replaying historical battles.  The previous version of ‘Ancient Battlelines Clash’ is on its own blog page. Note at the time of writing the version I am using to play this battle (Version 3.2) is very much in draft as it is a rewrite of what I planned for V3.0 and closer to what V2.5 (the one I used to play most of my games).  V3.2 currently requires a lot of tidying up, and is missing design notes, examples and the programmed opponent. 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 1 in the attempt.  This battle is a bit of a cheat in that I actually played it at the end of October!

Battle of Bagradas
Carthage takes on Rome in Tunis during the First Punic War.

Very little on the internet:

Wikipedia entry: https://en.wikipedia.org/wiki/Battle_of_the_Bagradas_River_(255_BC)

I did reference Phil Sabin's Lost Battles.

Troops
Carthage


Carthaginians

5 Spanish/Libyan infantry, Heavy Infantry
3 Celts/Celtiberian Mercenaries, Medium Infantry, Warband
2 Allied Light infantry, Light Infantry
4 Cavalry, Medium Cavalry
4 Elephants, Elephants
1 Leader with the Spanish/Libyan Infantry

Breakpoint: 16


Rome
Romans

8 Legionaries, Heavy Infantry
1 Cavalry, Medium Cavalry
1 Light Cavalry, Light Cavalry, javelins 
4 Velites, Skirmish Infantry, javelins
1 Leader with one of the the Legionaries

Breakpoint: 10

Scenario changes
I went with a fairly standard "line them up" more aligned to the Lost Battles and wiki article than the Peter Sides deployment.  

Deployment

Deployment

Game
This will likely be a bit of a walkover for Carthage, just like history.  The Carthaginians advance and the flanks are the first to clash

Carthaginian advance; contact mad on both flanks.

On the Roman left flank, the cavalry holds and both are disordered

Roman left flank cavalry disordered 

And the Roman cavalry routs in the next turn.  The Carthaginians does not pursue.

Roman right flank light cavalry evades.

On the Roman right flank, the Light Cavalry retreats but also manages to use missile fire to slow some of the advancing Carthaginian cavalry.

The Roman right cavalry routs (as  is shown here as it is missing from the picture!)

The elephants meet the Velites.

Centre elephants meet the skirmishers

The elephant/Velite clash produced differing results for each melee.  From Roman left to right - Velites retreat, Elephant does not pursue, Elephant and Velites locked in melee, Velites rout and Elephant does not pursue, Velites retreat, Elephant pursues into the Allies and a few disorders inflicted.

Mixed results from the clash - advances, halts,  maintain melee.

On the Roman right flank, the Light Cavalry retreats off the board and the Cavalry is pushed back and does not pursue.  The light infantry and other cavalry maintain a defensive position (failed movement roll)

Hannibal and heavy cavalry charges and Roman right flank light cavalry evades off the board.

So it is back to the centre...

An elephants routs back through their own infantry, disordering both.  One of the Roman Legionaries (with the General) pursues into the other General!  Locked in melee. Nothing else occurs, even the Carthaginian left flank cavalry does not move for the second turn in a row (failed movement roll)

Bit of melee in the centre.

Elephant charges into Heavy infantry and locked in melee; centre elephant defeats the Velites and charges into melee and routs, depleting their supporting infantry, neither legionary pursuing.  The Carthaginian leftmost elephant charges into the Roman infantry, disordering all involved.

Two Elephants have failed to penetrate the Roman heavy infantry and rout back through their own troops.
 An elephant destroyed and Left flank Carthaginian heavy cavalry impacts a lone legionary unit but all are disordered.

The right end of the Roman heavy infantry line is flanked by enemy heavy cavalry 

Right flank Carthaginian heavy cavalry impacts a legionary unit  in melee.

The left end of the Roman heavy infantry line is also flanked by cavalry.

Last elephant destroyed  but no pursuit by the Romans (they have rolled very badly for all pursuits in the game so far!)

The centre sees some new infantry clashes and along the line one Carthaginian allied warband is lost but the Romans lose two legionary units.

No more elephants and both sides are losing heavy infantry units.

The legion on the Roman left flank was doing so well in melee, even though attacked on all sides.

The Roman heavy infantry still survives the onslaught from three sides!

But could only hang on for so long.

But not for very long

Another Carthaginian unit is lost, the army is close to breaking, as is the Romans.  The Romans lose one more legion

Both sides lose another heavy infantry unit.  Both are close to breaking. 

The Roman army breaks and the Carthaginians win!

The Romans lose another unit and break.  Carthaginian win!

Verdict
A fun game and the reaction system really shined in the elephant clashes as a lot of varying results thrown up by the system.  That game took longer than most and I thought is was going to be a walkover but is was not, mainly as the Elephants contributed a lot to the high Carthaginian breakpoint but, while they were all routed they did not actually rout any Roman non-skirmish units.

Sunday, 20 October 2019

Battle of Sillasia 222BC using Ancient Battlelines Clash

Introduction
This is game 35 in play testing my ancient rules by replaying historical battles.  The previous version of ‘Ancient Battlelines Clash’ is on its own blog page. Note at the time of writing the version I am using to play this battle (Version 3.2) is very much in draft as it is a rewrite of what I planned for V3.0 and closer to what V2.5 (the one I used to play most of my games).  V3.2 currently requires a lot of tidying up, and is missing design notes, examples and the programmed opponent. 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.

Battle of Sillasia
Sparta attempts to (re)dominate Greece and attacks the current power, the Achaean League.  The latter, after several defeats, turn to the Macedonians who invade Greece along with the Achaean League as allies.

Very little on the internet:

Wikipedia entry:  https://en.wikipedia.org/wiki/Battle_of_Sellasia
Aaron's replay of the Lost Battles scenario: https://prufrockian-gleanings.blogspot.com/2018/07/sellasia-222-bc-with-lost-battles.html

I did reference Phil Sabin's Lost Battles.

Troops
Sparta



1 Spartan Phalangites, Heavy Infantry, phalanx, elite
1 Spartan Phalangites, Heavy Infantry, phalanx
2 Battle Cavalry, Medium Cavalry
1 Light Cavalry, Light Cavalry, javelins 
5 Allied Infantry, Medium Infantry
2 Skirmisher, Skirmish Infantry, javelins 
1 Leader with one of the the Elite Spartan Phalangites

Breakpoint: 7

Macedonian and Achean League



1 Elite Phalangites, Heavy Infantry, phalanx, elite
1 Macedonian Phalangites, Heavy Infantry, phalanx
1 Greek Phalangites, Heavy Infantry, phalanx
3 Cavalry, Medium Cavalry
2 Macedonian Infantry, Medium Infantry
2 Allied Infantry, Medium Infantry, elite
2 Skirmisher, Skirmish Infantry, javelins 
1 Leader with the Elite Phalangites

Breakpoint: 8

Scenario changes
The Peter Sides scenario has no terrain features and yet the battle was fought with both forces starting mostly on hills and a river (with likely little water) in between.  I can see why Peter removed this - in the course of battle the units moved from the hill and while terrain played a part, it was in deployment and retreat especially.  The scenario also had a standard setup for both sides - pikes in centre, then lighter infantry, then cavalry on the flanks.  The deployment was not like that so have gone for something more like the description of the battle with cavalry in the centre, main pike blocks on the Spartan right and Macedonian left and the remaining infantry on the right.   To simplify the game, I have done what Peter has done and start the forces very close together and no terrain.  The cavalry are slightly back from the infantry as they can move faster and wanted to have a turn of movement available.

I reduced the units/elements by about half as I am playing on a table half the size.  I also have less Phalanx/pike units as there is no benefit to rear pike units in ABC compared to DBA.  

Deployment

Deployment

Game
Cleomenes advances his right flank. The screening skirmishers are cleared.  Not so confident with the centre and right and so does not advance.  The Macedonian right flank advances and the screening skirmishers are also cleared.  The centre cavalry charges.


Advances in the centre and flanks.

All the Cavalry in melee are disordered, the Spartan Light Cavalry retreat and the opposing Cavalry decide not to pursue.


In the centre, the Spartan Light Cavalry retreats from the heavier cavalry charge,

Antigonus and the other pikes do not advance - better to wait and get Cleomenes to advance even further.  Cleomenes does so.  And the melee goes badly for him, so badly that he is severely wounded and leaves the field (a 1 in 36 chance!). An Allied Medium Infantry unit is also destroyed.


Sparta loses some allied infantry on their right flank

In the centre, one of the Macedonian Cavalry wheels and attacks a Spartan Cavalry unit. Note it does not count as a flank attack as the Macedonian Cavalry unit did not start their move behind the front line of the enemy unit.  One of the Spartan Cavalry breaks as the Macedonians pursue.


In the centre, the Macedonian cavalry rout an opposing unit and then pursue

No movement on the flank for the Spartans but the Macedonians charge - they have the advantage in numbers and in fortitude.  A Spartan unit is destroyed and the Macedonian Light infantry pursues - into the Spartan Cavalry!  The cavalry does not get its shock modifier as it is already in melee. Both are disordered.


The Macedonians charge on their right flank. An infantry unit is destroyed and in the resulting pursuit, an Allied Infantry makes contact with a Spartan cavalry unit.

No movement or results in the centre but over to the main pike battle.  One of the phalangite units succumbs and routs.

Meanwhile on the Macedonian left flank they manage to rout a Spartan phalangite unit.

The Spartans have reached their breakpoint and the game is over for a Macedonian historical win.


Positions at the end - Spartans on the left.

Rule Changes
Another issue with the rules occurred due to my streamlining.  Rather than go into detail, it was now inconsistent when skirmishers fired on other skirmishers or Light units.  I have removed skirmishers and light units being able to hang around disordered but this now skews some of their reactions for firing and moving into the ZOC on an enemy.  I have changed the reactions to be consistent with the original intent of the mechanism.  It may be more playtestingd sees some slight teaks to this as I have thought through a lot of the interactions but bound to be some I missed!

Verdict
It was a fast game but then the units were lined up and deployed closer than normal.  Although my interest in playing with my rules seems to have flagged over the last few years I have no obvious reason why (probably more to do with other things happening in my life outside of gaming/).  I do enjoy playing these games, and learning some history along the way via reading up on the battles and why they occurred.

With this battle I move away from pikes for a while as I move into the Punic Wars era battles.  Some of the bases I have had out and on this board and just about continuously in use since my first game of Heraclea in April 2011 (over 8 years!).  I am putting them all away now but some pike bases will return for the Roman-Macedonian Wars.

Saturday, 14 September 2019

Battle of Beneventum 275BC using Ancient Battlelines Clash

Introduction
This is game 34 in play testing my ancient rules by replaying historical battles.  The previous version of ‘Ancient Battlelines Clash’ is on its own blog page. Note at the time of writing the version I am using to play this battle (Version 3.2) is very much in draft as it is a rewrite of what I planned for V3.0 and closer to what V2.5 (the one I used to play most of my games).  V3.2 currently requires a lot of tidying up, and is missing design notes, examples and the programmed opponent. 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.

Battle of Beneventum
After the Battle of Asculum, Pyrrhus went to Sicily and did quite well but after four years he had outstayed his welcome.  Pyrrhus went back to Italy to defend his remaining presence from the Romans.

Very little on the internet and it is not a well documented battle.  Here is the Wiki article of interest:

Wikipedia entry  https://en.wikipedia.org/wiki/Battle_of_Beneventum_(275_BC)

Troops
Pyrrhus
Epriots
1 Agema, Medium Cavalry, impetuous
2 Light Cavalry, Light Cavalry, javelins
1 Elephants, Elephant
2 Phalangites, Heavy Infantry, phalanx
1 Conscript Phalangites, Heavy Infantry, phalanx, low fortitude
1 Allied Infantry, Heavy Infantry, warband, impetuous
2 Skirmisher, Skirmish Infantry, javelins 
1 Leader with the Agema

Breakpoint: 7

Romans
Romans

2 Roman Cavalry, Medium Cavalry
4 Velites, Skirmish Infantry, javelins
4 Hastati/Principes, Heavy Infantry, some MP (missile protection)
2 Skirmishers, Skirmish Infantry, javelins
1 Leader with one of the legions

Breakpoint: 6

Scenario changes
I added one Roman Medium Cavalry so both flanks are covered.  I reduced the units/elements by about half as I am playing on a table half the size.  I also have less Phalanx/pike units as there is no benefit to rear pike units in ABC compared to DBA.  

Deployment
The actual deployment is unknown and I have gone with the one in the Peter Sides scenario book.  I assume the Pyrrhic setup is to account for the fact the battle began before they were fully ready.

Deployment

The Game
Pyrrhus moves up the Warbands in the centre.  On the right flank he keeps the light units back and moves a light cavalry to slow down the right flank.  The Elephants fail to move on their own and so are stuck stationary with the Agema.


Epriot forces advance
Romans move there line up.  Note the Leves cannot charge the Warbands so stop just before.  The Warbands do not react as Skirmish infantry do not mandate a charge.


A bit more movement on both sides.  Still no contact though.

Warbands charge the Leves so they only get the one round of missile fire.  Bad rolls from the Leves see some poor missile fire and the Skirmishers leave the field.  The Warband charges into the Roman heavy infantry.   All are disordered.

The warband charges in.  All in melee are disordered.

On the Pyrrhus right flank the Light Cavalry and Skirmishers trade javelins.  The result is that the Skirmishers rout.  The Roman Heavy Cavalry is within the proximity zone of the Light Cavalry and so charges them.  The Light cavalry loose their javelins and retreat.   The Roman Heavy Cavalry pursue but do not catch them.

Meanwhile on the Pyrrhic right flank the Roman cavalry attempts to deal with the opposing light cavalry. 

The Roman Heavy Cavalry charge the Light Cavalry who fire and retreat.  The missile fire forces the Roman Heavy Cavalry to halt their charge.

The centre battleline continues to be a melee.  The Roman left flank moves towards the Skirmish line. Skirmish infantry do react to other skirmish infantry coming close. The Pyrrhic skirmish infantry unit and Roman unit exchange missile fire..  The Pyrrhic Skirmisher retreats while the Roman Skirmisher routs.

The Roman cavalry charges the Light Cavalry that retreat.  The Roman cavalry pursue but do not contact the retreating cavalry.


The Light Cavalry have retreat and the Roman Heavy Cavalry is in pursuit (cannot catch them though)

The Light cavalry fires at the Roman Heavy Cavalry for no effect and the light cavalry are routed from the reaction of the Heavy cavalry that charge them.


Finally, the Pyrrhic Light Cavalry rout under the pressure.

The phalanx moves up as it cannot wait for the warband to rout.  There is a skirmisher missile exchange and the Epriot skirmishers rout.  The Roman skirmisher then fires on a phalangite unit that causes the latter to charge at them.  Skirmishers fire again but cause no damage and retreat from the field.  The phalangites continue charging into a Roman unit.   Worst result possible in the situation - phalanx is disordered and the Roman unit is not.  (all of this generated by the reaction system!).


One unit of Epriot phalangites charge into the Romans and the phalangites are disordered. 

Meanwhile, the warbands are facing really bad odds but the Romans roll so badly they are still locked in melee.

Pyrrhus and the Elephant charge the Roman Cavalry.  The Roman unit is disordered and unsupported facing a unit lead by a leader.  Only a poor roll will see them locked in melee and that did not happen.  The Roman cavalry routs and Pyrrhus does not pursue.


On the Epriot left flank, the Agema and Elephants rout the opposing heavy cavalry.

The warband finally is routed and a roman unit pursues into the proximity of a phalangite unit that does nothing.   The disordered phalangites that ate in melee with a Roman unit sees the Roman unit now disordered.


The Warband is finally routed and the Romans pursue.

The Phalangites charge the Roman units and all are disordered.


The phalangites charge the lone Roman unit but are themselves disordered.

The Elephant takes a chance and charges the Leves directly in front.  i thought about using The Agema and Pyrrhus but why not soften them up with an Elephant?  The Leves fire for no effect at the charging elephant but in the subsequent melee manage to disorder the elephants.  Pyrrhus wheels to face the threat of the Roman Heavy Cavalry in the rear of the Epriot lines as does the Light Cavalry.


The Elephant attempts to clear the Leves to get at the Roman heavy infantry (top left).  The Roman and Epriot cavalry face off behind the Epriot lines (bottom).

The Elephant is destroyed by the Leves! A low chance but they did it.  The first time ever in these rules.  They pursue.


For the first time in using my rules, an Elephant is routed by a skirmisher.

On the main battleline, one of the Roman units is routed.  Both sides are now one heavy unit away from their breakpoint.


On the Epriot right of the main battleline a Roman heavy infantry unit succumbs.

Roman Cavalry charges the Light cavalry that retreats,  Pyrrhus wheels again to face the Roman battleline and the Leves rout after ineffective fire.  Pyrrhus charges the Roman unit.  Both are disordered.


Pyrrhus charges in where the Elephant failed..

Most of the melees are fairly balanced so it will come down to a 1 or a 6 in a combat to see which unit is depleted and sends that army over their breakpoint.  In this case it was the Phalangites that rolled a 6 and rout the Romans.  A win for Pyrrhus!


Both armies are one unit away from breaking and they are fairly balanced in melee so it comes don to the luck of the die.  The Romans lose a unit first and so Pyrrhus wins! 

Position of the units at the end,

Verdict
I was not sure if I wanted to play this one as the forces and deployment are not historically known.  But I do like a Pyrrhic battle and it is the second last pike/hoplite one before I move onto the Punic Wars (however, the next one is the Battle of Sellasia).

Rule Changes
For quite a number of battles I had no rules changes (to the older version).  However, this version of the rules is new with a number of untested changes, one to make Light units more fragile so the game will play faster.  But in my changes and playing this game I noticed that there is no real chance to rout Light Cavalry with Heavy Cavalry- the former just keep retreating.  I have added back in a chance (about a third) for the Light Cavalry to fire and rout.  Similar to the previous version.  This is what playtesting is all about!