Monday 11 March 2024

Velites skirmisher markers


I decided after playing Strength & Honour a few times that if I were to play 1 x 80mm base per unit, that it would be handy to have some individually mounted figures to show the presence of attached skirmishers. I've done this already for some rebased units with the spare figures that couldn't make up a full 6 man base. Also as I generally play via gridded games the individual bases wouldn't impact rules if they were to be used as a multi base.

I enjoyed making individual character as well out of these 20mm Newline Designs Roman Velites. The pack comes with 4 variations of velites and crucially not all are presented with the famous wolf pelt. The 2 velites in helmets and the bare headed skirmisher in a cloak apart from being useful for other armies allowed me to do some simple head swaps for a bit more variety. Below is a few examples of those swaps and 1 also has a sword that was shaped out of a crushed bristle that I use for spears.

I'm hoping to get some posts up soon of another ancient character I made and some Iberian warriors. I'm currently trying to power through another 2 bases of Iberians in the hope to set up a solo Lost Battles game and playing the Ilipa scenario in time for the Society of Ancients Battle Day. 

Friday 1 March 2024

2d6 Ancients Play Test


 I invited my friend round for a miniatures table top battle, being like me a fan of Rome Total War and of ancient history. I had a bit of time before we could meet so I had set to picking up where I left off with my home brew rules. For quite some time, on and off, I have been working on the rules but the prospect of hosting a game I thought I'd better get a playable set written. There are a few hasty snaps that have been cropped to try to avoid the background furniture. Its not so much an AAR as some musings on how we found the rules. 

The main driving factor behind my homebrew rules is a way to fairly simply and satisfyingly resolve a battle within a campaign system. Its in essence a very derivate set with ideas plucked from various sets. The main being Lost Battles, the refights from that set give a very satisfying battle even as a solo play. Sabin's analysis of ancient warfare has always compelled me ever since reading The Face of Roman Battle, so Lost Battles provides the main inspiration for troop interaction and I like the use of 2d6 to resolve things. The troop types are broadly the same as Lost Battles also but units have 3 hits before they are broken and removed from the game. 

It should go without saying that it uses a grid which I have now marked out on my gaming cloth. When set up on the table it provided a 17x9 board. Its a 1 unit per space game currently and units have a simple how many spaces they can move, keeping it as simple as possible and only worrying about facings with certain troop types. Each unit also has a discipline rating and units represent large amounts of soldiers in the 1000s.

I decided that I would set up a fight based on the battle of Magnesia, that way I'd be able to get the Legions, Pikemen, Elephants, Cataphracts and Chariots. I made most of the Romans veterans with their allies being average (total of 24 units),  while I made the Seleucids mainly Levy with some average quality (29 units in all). Both sides had a skirmish line. I wanted the skirmish line to be able to close quickly have some decisive combat and then disperse not long after to allow the main fighting to occur. As a consequence Light Infantry are highly likely to take hits, and units can take up to 2 hits in a combat (unless they are cataphracts) and light infantry could easily take 2 hits.

With it set up I gave a brief overview of the units and rules. We diced off and winning the that I opted to go for the Seleucids and took the role of Antiochus. My friend therefore took the role of Scipio and had the first turn.

I opted for of a more DBA esque "PIP" system, along with command figures who provide command points in their vicinity. In essence the command points (momentum points or MP in the current version) allow the movement of troops and spares can be used for an attack bonus. If units are adjacent to each other in orthogonal spaces they can be activated as a group for 1 MP so the whole army could be moved forward which was the case for Scipio's army but he held his cavalry back. The light infantry surged forward this however while they are fresh can move without MP. There was no enemy units in reach for combat so whilst the Seleucids will get the first chance to strike the Roman advance provided the army with some breathing room for push backs. 

The Seleucids sent their levy light infantry forward using their MP free move to get into combat, the rest of the army advanced using a generals MP and the left wing cavalry could advance with their captains MP. The spare MP could be used for Attack bonus, an army also get a number of commands to be spent anywhere on the battlefield from a 2d6 roll, halved and rounded up. The Seleucid skirmishers inflicted a few single and double hits along the line but decided that to make the skirmish lines clash more decisive they wouldn't have to deal with push backs. Meaning the Roman skirmish line was in a position to retaliate from the start of the Roman turn.

The Seleucids had a couple of scythed chariots that were able to combat, again Lost Battles provided the inspiration for dealing with this, as once they attack or are attacked they are simply removed. In this instance they were a useless novelty.

Over the next few turns we got into the flow of the rules, and the skirmish lines save for a few hold outs melted away, the legions came to grips with phalanxes, elephants, cataphracts and heavy and light cavalry. Legions and phalanxes get a bonus (against heavy infantry) for being fresh and legions maintain this bonus when they have taken 1 hit (worn) but lose it when the second hit is taken (spent).  The infantry lines wore down slower but the Romans were doing well against the elephants and phalanxes. The left most veteran Legion was assailed by various light and heavy cavalry but held well. 

Scipio was hesitant to commit his cavalry and after both sides took hits eventually a unit of Seleucid Galatian horse remained but Antiochus was unable to make use of the victory, as losses were mounting against the poor quality levy troops. Firstly the use of attack bonuses and fighting levies was paying off, the poor morale meant that they were being pushed back and in the Seleucid turn their command points were being used to get back into combat instead of attack bonuses. 

As they lost heavy units and elephants (every third unit) the Army Morale was tested, 2d6 were rolled, then that score was compared to each units discipline rating any unit that didn't pass takes a hit, the first Army Morale roll didn't cause too much damage but a further rout, causing a discipline test to friendly units in the routing unit's vicinity again caused further hits and that in turn caused further routs and another army morale roll. After the morale drop cascade there was a couple of Seleucid units left so Antiochus called the retreat the battle was over. 

The battle from start to finish took 2 and a half hours but that included getting used to the rules and sequence, tweaking things, food and chatting. It would have probably lasted a few more turns if the Seleucids were better quality and the morale collapse were not so severe. 

I will have another tweak and trial of that system but, it may be redundant as it just compounds an already dire situation. The other option is to add complexity so that the first Army Morale roll is not as devastating, but complexity is what I'm trying to avoid as much as possible. I do like the Strength and Honour setback system and army morale being a set number, mainly as that system can lend itself to a campaign setting where an army's morale can increase or decrease depending on the strategic context.

Another question that came up with combat was about Elephants. I was wondering if elephants were able to retreat in order then be herded back into combat? Some of the rules that I have at home seem to allow this and it's a given that elephants have some form of stampede into your own line sort of disadvantage under certain conditions. However the impression I have of Elephants in combat is they were not just trained elephants but the family heard funnelled into combat and that would make giving ground in good order very difficult. It's not a subject I'm well informed on. Maybe making them more likely to stampede but more hard hitting might be worth trying.

Although nothing in game was negatively affected I need to tighten up the zone of control rules, they can be simplified and clarified better. Overall it felt like how an ancient battle might have unfolded. The dice threw enough uncertainty into the game and there was a Levy Skirmisher that was a thorn in the legionaries' side which provided some entertaining dice rolls! Overall for its first outing they were successful. They provided an enjoyable game with very little rules checking, save for using a QRS and gave a plausible outcome.


Sunday 18 February 2024

Philip II of Macedon



After spending time as a hostage in Thebes Philip would have seen the height of Theban power and undoubtedly took what he learned in his time their to make Macedonia what it became. Iphicratean hoplites, lighter equipment, smaller shields but longer spears, easier and cheaper to equip, and the lessons of the Theban column inspired Philip to take his poor countrymen and create a infantry backbone that would dominate the eastern Mediterranean for the next few centuries. With this Macedonian Phalanx his son Alexander was able to become "Great".  

I was inspired to make this simple conversion when I got hold of the 20mm Gladiator set from Newline Designs, it featured a gladiator with a head that could pass as the Macedon King! I simply used the body of Newline Alexander much like Ptolemy to achieve what I wanted. Then it became a simple one for one head swap, the counter figure with Alexander's head became Tigris of Gaul. The only other addition was the creation of the sword, a squished bristle trimmed and shaped into a blade.

I also got hold of a backscene for model railway, the hope was to find something suitable for the ancient world, so these Welsh hills seem ideal. The odd modern build is easy to cover. I'm hoping to employ them for in game photos also.   

"My son ask for thyself another kingdom
For that which I leave is too small for thee"

Wednesday 7 February 2024

Strength and Honour Redux

I've started to get back into my main Ancients project. Its nice to get back into it and fancied digging out my Newline Designs 20mm ancients and setting up a battle. Its been just shy of a year since I set a up my last game  of Strength & Honour, its difficult getting the time and energy to set these things up! I was hoping that the flow of the rules and the various gaming aids would help me pick up the game back up quickly. I feel like overall I did but the following report has missed out the defence dice roll! Not sure how I forgot that but it wasn't game breaking (I think). I was also getting mixed up with discipline tests and the result roll of failed discipline test, this favoured the Greeks, going forward I may make a step by step cheat/check sheet to make sure I haven't missed a step, or get more games under my belt so that I'm more familiar with the rules. I also ran out of time (I'm working on something to aid a quicker set up) but I muddled my way through to some kind of conclusion which I will recount best I can below. Overall I was trying to do too much at once, lessons were learnt.  

The Army list below, based on the Pontic and Roman Warlord lists, however the figures are  Seleucid and Polybian era Romans. They seemed to be equally matched on points I added fortified camps last minute but didn't update the Army break point, I did also add 1 cavalry unit per side and did update the break point to 16 each. The Romans already having an edge of command points, having gained more favourable auguries than the Greeks, who in turned favoured more defence options while the Romans had a more even spread.  

Rosters before amendments 
The battlefield; every other square was marked out
with bits of terrain and took a while to set up
I think a more permanent solution is required! 

In general I deployed the cavalry independently with at least 1 square from the main line without spending command points just to make the winner of any cavalry fights have a bit further to flank attack anyone. Also the skirmishers were given to 4 units 1 skirmish line each in the hope that the skirmishers would dissipate quicker.

The Greeks deployed their best cavalry with a ferocious charge and their general on their right flank. Then the Imitation Legion protected the flank of the Veteran Phalanx (Silver Shields) 2 units of Regular Phalanx followed whose flank was protected by thureophoroi and out on the left flank was more cavalry. Various light troops screened the troops except the thureophoroi. 

The Romans mirrored the Greek Cavalry although were at a disadvantage on their left flank, the Legions were deployed to counter the Greeks, so the Veteran Legion on the left to counter 2 units of Greeks then 2 Experienced Legions and the Raw Legion on the right. Each Legion had a skirmish screen.     

Greeks arrayed 
Roman Legions wait for battle
The Greeks made the first move and they stormed the field, both cavalry units moved 4 spaces while the infantry moved 3, only the Veteran Pikes lagged moving 2 spaces.

The Romans must have been confounded by this advance as only the Raw Legion advanced 1 square. At least the cavalry moved ahead 2 spaces beforehand. 
Greeks advancing enthusiastically 
Romans stubbornly remain in place
not wanting to rush into that pike hedge
Raw Legion advances while the more experienced troops hold
back.

The Greeks continued a steady advance making sure not to get strung out and maintain a united front. Their cavalry advanced cautiously to hopefully get the first charge. The Roman Legions probably shamed by the enthusiasm of the Raw Legion began to advance. Roman allied Cavalry on the left flank failed to move probably intimidated by the Greek general's elite unit. However the Roman cavalry on their right did advance.
The Greeks continue to seize the field
the Romans begrudgingly advance 
The Greeks marshal their forces to form a continuous line knowing an unbroken front is their best chance against these seasoned legionaries! The Greek general lead his cavalry in a ferocious charge, advancing against the Roman allied cavalry, first blood to the Greeks and the first setback for the Romans. The allied cavalry fall back and the Greeks hold back to prepare another charge. The Greek left show no sign of movement!

Not wishing again to suffer a ferocious charge the Roman allied cavalry inflict their own charge inflicting a crunch and pushing the Greeks back 3 spaces. The Roman cavalry on their right have a similar success advancing on the Greeks pushing them back 2 spaces. 

The Greeks then advanced their line, steadily, but still there were lagging troops, only the Imitation Legion on the Greek right. The general lead his cavalry and through personal example (burning a Command Point) advanced against the Roman allied cavalry, the Roman allies' discipline failed them, even after some command effort! They ended up in disorder.

The Greek cavalry on their left flank inflicted a crunch on the Romans, the Romans failed their discipline, in an effort to save the situation the Roman command tried to rally the troops only to fumble and worsen the situation, snake eyes and a critical failure! The Roman right cavalry wing then routed from the field dealing a disaster to the Roman army.

The Veteran Legion after some coaxing from their accompanying general, charged the Veteran Phalanx, the pikemen had their discipline tested, but only held it together with the help of the Greek command. Both formations' skirmishers were dispersed in the clash. The rest of the legions steadily advanced to close the lines. The remaining Roman cavalry had to redress their ranks or face the full brunt of the Greek cavalry charge unprepared, they were successful!

The Greeks then prioritised reforming their battle line, the general and his cavalry charged the now reformed allies managing a crunch, but this time after some command effort the allied cavalry remained cohesive. On the Greek left the cavalry stormed ahead hoping to turn turn the enemy's flank and hopefully the battle. At this point the Greeks called Homunculus Est! in the hope that the Romans would become fatigued, which they were with 12, the Romans in turn discarded the 5 point disaster card.

Despite being fatigued the Veteran Legion didn't show signs of slowing pushing back the Imitation Legion. The rest of the legions closed with the Greeks, one of the experienced Legions launched an attack but became a grind the Greek pikemen retreated quite far and after expending command effort remained formed up. The attacking Romans however (after getting confused on where to apply fatigue modifiers) ended up breaking causing another disaster, and leaving a gaping hole in the Roman line with the Raw Legion exposed, about to be overwhelmed by pikes, thureophoroi and cavalry.

The Greek cavalry again charged the allied cavalry which firmly stood their ground. The second Phalanx unit supported by thureophoroi charged the Raw Legion which was then pushed back and ended  up disordered, the thureophoroi followed up and charged the disordered Romans whom managed to stand their ground against the lighter armed troops. The Veteran Phalanx supported by the Imitation Legion advanced on the Romans the Roman general used his last command to re roll and pass the discipline test. The final Phalanx in the centre also found success scoring a crunch on the Romans who went on to pass their discipline test. 

The last of the Roman cavalry pushed back the Greek cavalry showing they were still in the fight, the Veteran Legion got back into position ready to fight. The Remaining experienced Legion launched a desperate attack hoping to cause damage to the Greeks, the Romans were repulsed but they managed to disperse the Greek skirmishers and remained in the fight after a discipline test. 

The Greeks finally got their left cavalry wing into the flank of the Raw Legion who were defeated but after passing their discipline check survived this time! With the evening closing and the Romans slowly being ground down the Roman commander called an orderly retreat. The Romans had continued to receive quite a few setbacks and despite discarding their first disaster card were still closer to breaking than the Greeks, who from the setbacks they had received, quite a few were zeroes. The auguries had looked more positive on the morning but the hesitation initially shown by the Roman Legions quickly lost them the blessings of the gods!     
 
Greek Cavalry with their general ferociously charge the 
Roman allied cavalry
After failing a discipline test the defence point reroll faired far
worse ultimately sending the Roman cavalry off the field. 
Greeks form a solid phalanx while their cavalry eye up
the Roman flank.

After some to and fro the Greeks begin to get the edge

Isolated and disordered the Raw
legion struggles

The Raw Legion's situation becomes more
precarious as the Veteran Legion struggles
 against the Veteran Phalanx and Imitation Legion

The Raw Legion continued to hold its own 
redressing their ranks ready to take on 
Thureophoroi, pikemen and flanking 
cavalry 
The Raw Legion holds on but the Roman general 
signals an  ordered retreat before any more routs 
occur

Again I have enjoyed playing Strength & Honour solo, despite my poor implementation of some key rules. Calling an early Homunculus Est! seems like it is a risky strategy, it also slowed me down a bit and meant having to inflict more setbacks on the Romans to regain the lost disaster card. In future solo games I will probably avoid such an early call, at least until I'm more fluent with the rules. To save on setting up time I've since marked a grid using black dots on my gaming cloth, I exclusively play gridded wargames, on those rare occasions, or convert games to use a grid as they are far more convenient anyway! 

Sunday 14 January 2024

Eastern Levies



Another post of another straight up rebase from last year. These are Eastern Slingers and Archers for Magnesia using Newline Designs 20mm Persian and East Iranian codes. I think I have some more slingers to complete and the 4 spare from the original 16 were based individually as skirmish markers. I enjoyed playing a few games of Strength and Honour last year and I've been meaning to get back to it, while I liked the look of using multiple bases for 1 unit its far more practical for 1 base units. For skirmishers to work I needed to think of a way to represent them in game terms hence the individual figures to show they have supporting skirmishers which can be moved to and from the back or removed as the rules describe. Currently on the bench are some Velites skirmish markers.