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Showing posts with label Ancients. Show all posts
Showing posts with label Ancients. Show all posts

Sunday, 21 September 2025

Wars of the Republic - Ancient Pyrrhic War Skirmish.


I had started building a Roman Republic wargaming collection but had never actually played a game
with it, and I didn’t want the miniatures to languish forgotten in a box. To bring them to life on the table, I picked up a copy of Wars of the Republic from Osprey and was eager to give it a try.

I’ve always been fascinated by the interaction between the Greek and Roman worlds, especially the Pyrrhic War, which marked Rome’s transformation from a minor regional power to a rising force in the Mediterranean over just four dramatic years.

https://www.ospreypublishing.com/uk/wars-of-the-republic-9781472844910/
 
Following the destruction of the neighbouring city of Veii, the Roman Republic gradually extended its
dominance over central Italy. With successful wars in the north and south reducing the local powers of Samnium and Etruria, Rome had become the major power within the peninsula.

Almost every year, Roman armies marched north and south, subjugating more tribes and cities. As Roman suzerainty reached further south, however, the Republic came into contact with the Greek city-states of Magna Graecia, under the loose hegemony of Taras, the sole colony of Sparta and the largest city in southern Italy. 


In 282 BC, the Lucanian tribe attacked the Greek city of Thurii, which petitioned Rome for aid instead of turning to its traditional protector, Taras. Viewing this as an insult, the Tarentines attacked a Roman naval squadron, prompting the Senate to declare war on Taras.


Across the Adriatic, the wars of Alexander’s successors were drawing to a close. The Antigonids had been expelled from the Macedonian throne by an alliance of Alexander’s general Lysimachus and his cousin Pyrrhus of Epirus. Yet Lysimachus claimed the throne for himself, confining Pyrrhus to his ancestral kingdom. Lysimachus was later killed at Corupedium (281 BC), and his realm passed to Ptolemy Ceraunus. Ceraunus, insecure in his rule, was wary of Pyrrhus’ ambitions in Macedonia.


By the end of the decade, the ambitions of all three overlapped: Taras sought protection from Rome,
Pyrrhus sought prestige and resources to strengthen his hand in Greece, and Ceraunus hoped to keep Pyrrhus occupied abroad while he consolidated his power. 


An agreement was struck — Pyrrhus would sail to Magna Graecia to aid the Greek cities, while Ptolemy would provide him with additional troops and funds. With an army of roughly 20,000 sarissa-armed infantry, 3,000 cavalry, 2,000 archers, 500 slingers, and 20 war elephants, Pyrrhus seemed well placed to challenge this ambitious Roman power. 


In 280 BC, Pyrrhus landed in Italy and marched south to meet the Romans at Heraclea. The Epiroteled army won the battle and advanced north toward Rome, but despite the setback the Republic refused peace, raising new legions in remarkable time. Pyrrhus withdrew to Taras. The following year, he marched north again, hoping to weaken Rome’s allies in southern Italy.


With this background in mind, I set up a game to explore how such a clash on the road up to Asculum might have played out. The battlefield represented a Latin colony in Samnium, Pyrrhus wanting to remove the colonists to gain favour with the local tribes while the Romans are wanting to maintain their colonies and the control they exhibited over the Apennines. 


Three clusters of building complexes were positioned across the centre of the table, and whichever side controlled the majority of them after eight hard-fought turns would claim victory. The Wars of the Republic uses a “Commander’s Gaze” system, in which units can only perform basic actions unless a token is spent. These tokens also determine initiative, allow re-rolls, and enable rallying.


The opening stages saw the Greeks and Samnites seize the initiative, surging forward to contest all
three buildings, while the Romans advanced more cautiously. Some accounts suggest the Roman
consul of the year underestimated the urgency of securing the Latin colony. 


The Romans deployed with their manipular legion holding the centre and their Italian allies positioned on the left flank. Opposing them, the Greeks placed their war elephant and light infantry on their own left, while their Samnite allies joined the phalanx infantry across the centre and right. Their formidable cavalry remained in reserve, ready to exploit any breakthrough.


After skirmishing along the lines, the first clash erupted on the Greek left, where their elephant crashed into the Roman lines, only to be met head-on by the elite Roman Triarii, and the battle was truly joined.


While the elephant clashed with the Triarii, the Samnites in the centre smashed into the Roman Principes and Hastatii, while another Samnite contingent on the far right seized defensive positions within a building. 


On the opposite flank, the renowned Thessalian cavalry eyed the Roman cavalry lingering on the far left, each side wary of committing too soon. The fighting was brutally intense: the duel between the elephant and the Triarii left both forces nearly annihilated. (Some claimed the gods made the Triarii’s armour crumple like paper proof, perhaps, that the fortunes of battle can be fickle.) 


In the centre, one cohort of Principes was lost, but not before taking down two Samnite units. The surviving Hastatii and Principes now faced the imposing wall of phalanx pikemen barring their path to the central objective. Meanwhile, the Italian allies swung wide around the remaining Samnites, cutting them off from the nearby phalangites on the left-hand objective and launching probing attacks against their defensive position.


The elephant ultimately triumphed over the ill-fated Triarii, whose armour seemed to fail them but was soon driven off by a volley from the Roman skirmishers. At this point, the Greek cavalry swept in from reserve on their left flank, securing the area and shoring up their wavering line.


Meanwhile, the Romans had found their rhythm in the centre, steadily driving the Greek infantry back toward the central objective, while the Italian allies surged forward against the remaining Samnites. 


Yet these late-stage pushes came too late to seize control of the objectives, and the Romans had lost most of their command control ability. The Greeks had won the day, but one more victory like that and they are sure to be undone.


Many thanks to our strategoi Johnathan Jones and Owen, and to our co-consuls John Roberts and
Mathew, for both a fun and enjoyable game and for their endless patience as we all tried to
learn a new ruleset. 


Opinions on the system were mixed, with a fair share of grumbles from the veteran ancient wargamers present. However, the Commander’s Gaze mechanic did seem effective in simulating the gradual attrition of the battlefield and the corresponding loss of a commander’s control as the battle wore on.

Saturday, 15 February 2025

A Punic Rumble using Hail Caesar.


The Devon Wargames Group has grown rapidly in recent years, from a club that entertained around ten to fifteen members a month and two to three games, to one now boasting some forty members and regularly hosting four games for twenty to twenty five members at any one meeting.

I say at a meeting, because to facilitate the demand for games the club has had, for the last four years offered two meetings a month in the first quarter instead of our usual one, and recently for the last two years added April to the two meeting schedule, seeing in recent times eight games a month not being uncommon.


So this marvellous Hail Caesar, Punic War battle, hosted by Mr Steve was indeed one of the eight games played in last month's roster of meetings.
 
Our two armies arrayed for battle with the Romans on the left and the Punics on the right.

The two armies can be seen as the respective commands arrayed their battle lines, with both Romans and Punics choosing to anchor one flank on the temple and sacred grove that were known to be found in this specific part of the Iberian peninsula, securing their opposite flanks with cavalry operating on the higher ground at the opposite end of the table.

The other end of the opposing lines with the temple and its grove off limits to each side with the threat of unspeakable curses and seven years bad luck to any miscreant that despoiled its sacred grounds.

Opposing lines of heavy infantry glowered at each other across the open plain beyond the temple, the Romans in their cohorts of silent ranks contrasting with the yells and battle horns blaring from their Punic foes.

The Roman cohorts flanked by archers.

Slingers to the front lead the Punic line forward.

On the high ground the Punic cavalry presented a formidable threat with heavy and medium armoured, shielded horseman, backed up by ranks of javelin armed skirmishers.

A formidable force of Punic cavalry

The Romans in the opposing line were outnumbered five to three in similarly clad and accoutred men, but supported by their Numidian allied light horse, very able at overcoming heavier less manoeuvrable opponents with their hit and run javelin attacks, and also capable of harrying a beaten foe from the table.

The Roman cavalry with Numidians out front behind javelin and slinger armed skirmishers.


The Punic infantry, a mixture of Gauls and Iberians, advance with skirmishers to the fore.

Our battle followed a predictable process of the infantry making steady progress into the plain with both sides skirmishers attempting to get at each others heavy types, whilst on the flank the Romans aggressively advanced looking to fight their battle as far forward as possible to buy time for their infantry to seal the result in Rome's favour before any enemy cavalry might try and intervene.

Punic heavy and medium cavalry backed by attached javelin armed skirmishers.

The massed ranks of legionaries are given the order to advance.


As the two opposing lines advanced the Roman cavalry pushed forward at a steady trot, noting the unsteady advance of their opposition and with the Numidians emboldened to press the advance further, feeling out the flank of the Punic line.

The Roman commander orders the cavalry forward.

The Punic cavalry advanced to meet the Romans but the odd blunder interfered with their progress allowing the Romans to press their line more rapidly with the Numidians seen far right feeling out the enemy flank.

Meanwhile in the plain the Roman infantry line advanced steadily.

Taking full advantage of the disjointed approach of the Punic cavalry due to unforeseen blunders amid their ranks the Numidians attacked the exposed flank of one of their number, further adding to their woes as they won the ensuing close combat and proceeded to chase the enemy from the table.

First clash as the Numidian light cavalry get the drop on their opposition, first flanking them and then attacking them from the rear as casualties caused them to break and flee. 

It seemed the rest of the Roman cavalry line had embraced the boldness of the Numidians as they jauntily trotted into close combat with the enemy inflicting casualties in the approach and all seemed well with the first close encounters going in Rome's favour, that was until the wheels fell off, and suddenly the lost Numidians were joined by two Roman medium cavalry units, off table and out of the battle.

The only positive that could be gained was that the fight to overcome the Roman cavalry had battered the Punic horse quite badly and had taken up time allowing the two infantry lines to close into javelin range.

Oh dear, how sad, the Roman cavalry is all but broken and dispersed save for one unit close in to the infantry line, but they have battered the Punic horse in return with white dice among the rear ranks indicating the damage done and effectively taking them out of the battle.

Meanwhile the two infantry lines closed and the pilum flew as both sides prepared for the inevitable clash of arms.

Thus it was left to the steady legionary to decide the outcome of our battle and they lived up to their billing, thinning enemy ranks with a shower of pilum before closing to drive the enemy back from a remorseless stabbing wall of shields.

Not a great place to be skirmisher between serried ranks of heavy infantry

The Punic line is in trouble as it recoils before the might of Rome's legions

The Punic line was only going in one direction when time was called on our game as a well-earned beverage awaited at the all important post game wash-up in the local pub.

Much fun was had by all and thank you to Mr Steve for bringing his lovely collection of toys and terrain down to club all the way from deepest darkest Cardiff and to Stephen H, Steve L, Ian Mc, Nathan and Gavin for their company and fun of the game.

JJ

Saturday, 31 August 2024

We Meet on the Plain of Attica - 'Alala!' written by Simon MacDowall.


The background to this game was when I was reading my copy of Wargames Illustrated issue 436, I came across an article called 'Alala!'.

https://www.wargamesillustrated.net/product/wi436-april-2024/

This was a light bulb moment, as I have a reasonable sized Hoplite force which has been waiting for a set of rules.
 

'Alala!' written by Simon MacDowall are a set of rules specifically designed for a Hoplite warfare. They have taken the essence of the battles from that period and set them out into a set of rules that are easy to pick up. This was ideal for a club game which could take six players.


Set up of game.
On the day the players split into two groups of three and four, with Stephen, Nathan and Mike B taking the Spartans and Allies, by Vince, John R, Mark, Vince and Paul who took the Thebans and Allies.
Basically the Spartans and Thebans were “A class “elites and Allies were not so good.

Each player would be given a phalanx of Hoplites, consisting of two or three units plus light troops in support. Vince and Paul shared a command. They then threw a dice for their command action level.


It was now time to place the figures on the table. This was done by using a deck of cards, with black cards were for deploying Thebans  and red for Spartans. For some freakish reason the Thebans had
deployed most of their forces before the Spartans. (note to umpire shuffle cards next time). The effect of this was that the Spartans piled all there good stuff against the weaker Theban flank and the skirmishers were massed against the elite Theban deep phalanx. 

It was now time for both sides to make their plans and enjoy looking at an 8' x 4' table full of figures; no terrain, but that would just get in the way.

Game Begins.
This is where these rules start to capture the period. The first phase of the game is taken up by winding up your Hoplites, each commander spends his actions, to Control units (stop them running forward), 'Encouraging' (raising the units aggression) and Invoking the Gods (picking a random card some give an advantage, some don't... Needless to say there are not always enough actions to do all these things and “C Class” troops are expensive to encourage and can loose control). Both sides had units which broke ranks.


In addition while this was going on, the light troops are doing their job trying to get through the opponents lights and then taking out hoplites.

Hoplites Attack.
Both sides now give orders for the real battle to commences and the Phalanxes start to advance. Before this order is given only uncontrolled eager hoplites may move. The Spartan right and centre are the first to give this order. They have been goaded by some better than expected hits from the Theban lights.


As expected both forces collide in the middle of the table, however things are not as clear on the Spartans left, this had been refused it did not advance. The Phalanx Commander Stephen had the rump of the Spartan force and was in no hurry to take on the Theban elites under Vince and Paul. He therefore used his considerable force of lights and cavalry to slow down the elite Thebans while he slowly came in support of the centre.


Back on the other flank and centre both sides were now locked in combat, this was a game of attrition. Victory in each turns melee was down to throwing lots of dice, based on number of troops, eagerness, support, who won last time and where the commander was. Needless to say victory went to the player with the luck. The breakthrough eventually happened when John's Theban Allies started to break the Spartan Allies under Nathan.


By this time the game had been going for nearly five hours and it was time to pack up and call it a day. 

So victory was given to the Thebans. Although Mike with his elite Spartans on the right flank had been fought to a standstill (his commander was killed so they lost out on command action) by Marks Allied Thebans, it was agreed that they would have been able to retire safely and fight another day.


Wash Up.
That was a game which we all enjoyed. It was not without some fierce discussions as to rule interpretations. Recommend that the game has an umpire, however the rules stood up well. They gave
the flavour of the warfare in the Peloponnesian War, simple to pick up, well laid out and a good QRS.


It was the first time that any of us had played the game and at the end it was agreed that everyone made tactical errors which would not be repeated. This I think made the game even more interesting as the game went on. Unfortunately some of the errors from early in the game laid the seeds of defeat later on. Those pesky lights weakened some hoplite units so there performance in the main battle was not as good.


If you want to put on a multi player club game give these rules a go. They can be bought from the Society of Ancients Publication and I received them by return of post. Great service.

https://www.soa.org.uk/joomla/games2/233-alala

Well done all those who took part and to Simon MacDowall for his cracking set of rules.