Labels

Tuesday, 18 August 2015

Battle of Paraitakene 317BC refight. Part One: Planning


I was asked to organize one of the games to be played at the August club meeting and the request was for it to be an Ancients game using Hail Caesar and if possible for it to be between two Seleucid type armies. Fortunately I have a couple of suitable armies that could go some way towards this and with the addition of Steve Huntsman’s collection as well then I reckoned that between us it was doable.

I thought that rather than just doing the usual equal point’s battle which would look very "samey" with two identical forces, I would try instead to find an actual battle which we could refight. So the first thing I did when I got back home was to call up Wikipedia and go though all the Successor battles and try and find something suitable. I decided on the Battle of Paraitakene between Eumenes and Antigonos in 317BC because it was one I hadn't previously played, also the two sides were relatively even and there was a reasonable amount of information regarding the forces involved.

Obviously the next step was to then search the web for someone else’s re-fight of this battle, rip off their work and then organize my figures accordingly for our particular game and rule set. Unfortunately I couldn't find a re-fight that showed me anything useful on how to convert this battle onto the tabletop and instead of doing the normal thing of giving up immediately and trying to find another battle that did have the forces broken down for wargaming , I thought that I would actually try and work it out for myself.

First step then was to tie down a source for the numbers involved, fortunately I have a reasonable library built up over the years of suitable books for this period and combined with another trawl through the Net I ended up with two sources that had good enough details to allow me to have the confidence that I had the forces involved reasonably right rather than just copy off whatever was on the Wiki page.

I used the excellent book by Richard A. Billows “ Antigonus the One-Eyed”

from my collection and combined it with some on-line pages from Lost Battles: Reconstructing the Great Clashes of the Ancient World  by Philip Sabin.

Between these two sources I settled on the following armies:

Eumenes

Antigonos



17000
Heavy Infantry
28000
6000
Cavalry
10500
125
Elephants
65
18000
Light infantry
10000

These then had to be split down into their relevant troop types which using the above sources came out as:

Eumenes




Antigonos










Silver Shields 6000



Macedonians 8000

Mercenaries 6000



Mercenaries 9000

Levy Asiatic Pikes 5000


Lycians/Pamphilians 3000






Levy Asiatic Pikes 8000

Companions 900






Light Horse 1500



Companions 1000

Agema 900



Agema 600

Other Cavalry 2700



Light Horse 4500






Other Cavalry 4400

Persian archers 10000





Assorted other types 8000


Bowmen, Slingers ,Javelins 10000

Next was to convert everything into wargame figures and into also HC units. After several beers I decided that the best way to do this was to work with ratios/percentages and as long as I kept them as close to the actual battle then I could work around units straight away rather than the normal one man = 500 etc. method . This would then allow me to draw up two armies out of the units.
It’s probably easier if I show you.

The result of that calculating made real
In the actual battle the percentage ratio in heavy infantry was 38:62 in Antigonus favour so for the game I had 15 units of HI, 6 v 9 which works out as 40:60 , close enough.
The rest worked out as:


Eumenes

Antigonos


game

actual

actual

game
40%

38%
Infantry ratio
62%

60%







36.4

36.4
Cavalry ratio
63.6

63.6







66.7

65.8
Elephants
34.2

33.3







64

64.3
Light Infantry
35.7

36

At the same time I did still have to come up with some rough split of troops–to-units ratio and rather than impress you with my genius I have to admit I just guessed on what looked about right and fitted them into the game and rules.

HI were therefore 3000 men per unit
Cavalry were 1000 per unit
Light Infantry were 2000 per unit.
Skirmishers as small units 500 per

Don’t go looking for any rationality behind these figures as there isn't one.

I still had additional unused information from the above mentioned two sources on the actual make up of both armies so I allocated them all as best I could into the various sub groups and then with a bit of subtle rounding up/down to the nearest figure plus combining a few similar units together, it all worked out very nicely in the end.
The one thing I didn't do was work out the ratio between all the various types to each other but that’s frankly taking thinks too far plus my curry was getting cold.

After that it was a matter of getting out the HC Army lists and making up two armies from the Alexander’s Successors List to match my deductions . I don’t plan at the moment to include the HC armies but they are available if requested however as there isn't going to be much I can write for the re-fight that puts me in a good light then I might find myself with a bit of unexpected space in part two that needs filling .

Terrain was easy in that it was fought on a plain and had some hills on two sides that didn't come into play.

Next up: part two, which will cover the re-fight, how I lost and the creation of a new club phrase.

This has been a Mr Steve presentation.

Monday, 10 August 2015

The Sweeney - Geezers SHUT IT!

Last Saturday saw Chas & I run a "Sweeney" scenario to "Geezers SHUT IT !" rules.

The game was loosely based on the "Midgate Wages Snatch" scenario from the rules.


The scene opened with the wages van coming onto the table, as two blaggers (Johnny & Reggie) slipped over the wall into Matrolls Factory yard. The villains getaway Jag, driven by "Soft Eddie", was parked up down a side road and the second getaway car, with Arthur at the wheel, was waiting down another alley. The remaining three blaggers, including "Mad Harry" Bevan, were hovering around the shopping precinct, trying to blend in with the Thursday morning shoppers.


The Sweeney had been tipped off and their Cortina 2.0 GXL was waiting for the word to race to the factory, whilst a covert transit full of uniformed woodentops was hidden down a dirt track, awaiting the call to action. Due to a breakdown in communication, two uniformed constables were off their beat and on route to the shops for a cup of tea and a doughnut. "Rita the Meter", the local traffic warden, spotted the Jag parked on double yellow lines and crossed the street to 'ave a word. Soft Eddy gave her some old chat about "only being there for loading" and a nouse roll showed she suspected nothing.


The security van drove up to the factory gate and Stan Tuttle, the firm's security man waved it into the yard, as Derek Bevan and his crew sauntered towards the gate. As the wages van guards got out of the vehicle, Bevan struck up a conversation with Stan, asking him about vacancies in the factory, before sticking a pump action shotgun under his nose.


At this point Johnny and Reggie moved in on the wages van guards, waved their guns, and told them to "open the back, if you know what's good for you". Regan and Carter now dropped the pretence of being guards, as Regan shouted "Sweeney ! drop the shooters, you're surrounded by armed b*stards". Reggie dropped his pistol and put his hands up, but Johnny let fly with his shotgun at Regan, winging him. In the confusion Stan let blagger Derek have a sharp right hander (six on a D6 to become a "'ave a Go 'ero").


Regan ducked behind the van, whilst Carter fired, missing by a country mile. Derek pistol whipped Stan with his sawn off and down the old boy went. A quick "assistance required" radio call from Carter and the Sweeney Cortina was screaming to the scene, followed by the transit full of uniforms and the area Marina. The two uniforms in the precinct were already running towards the sounds of gunfire.


The getaway Jag and Cortina screamed into the precinct and the Jag did a handbrake turn in front of the factory gate (he might be thick, but he can drive that Soft Eddie).


"Leg it" shouted Derek, as he ran for the Jag, only to stop a bullet from Regan and drop dead on the spot. Johnny jumped into the Jag and one other crook into the Cortina, as the Sweeney GXL lost it into the wall of a house (that ain't gonna polish out) The police transit lost it into a telephone box, killing the punter inside (bad business that). The remaining villain ran down the alley by the shops.


The Jag was off, dodging the stalled transit, with the area car screaming onto the scene in pursuit. The getaway Cortina drove across the pedestrian precinct and young PC JJ wrenched the passenger door open, as he tried to smash the screen with his truncheon. The Cortina swerved, slammed on the anchors and the PC slid off the bonnet and under wheels, dying instantly ("he didn't suffer love").


Meanwhile the Jag showed the Marina a clean pair of heels and was away. The Cortina was rammed by the police transit and one of the villains was thrown through the windscreen (should 'ave listened to that nice chap "Clunk Click Jimmy"). The remaining blagger was still on foot, but he threatened a chap working on his van with a beating, stole his VW camper and got clean away.


Three villains in custody, one "brown bread" and three away on their toes, with a one dead copper and one dead punter to add to the mayhem. The GPO won't be happy about their phone box neither.


On the way back to the station the villains made some "significant statements", which all the cops noted down. All three blaggers managed to fall down the steps at the cop shop (pretty slippy those steps) and despite them shouting for their briefs, two had confessed before their lawyers could be contacted (shame that).


At court Arthur got 10 years, Soft Eddie got off on a technicality (off course all our notebooks were identical, we were all there weren't we) and Denny was found not guilty (are these jurors thick, or what ?).

Net result Police minus two points, blaggers eleven points (Chas got two points added for his gigolo moustache and mutton chops). The "News of the World" had a field day and I am up before a C11 enquiry next Monday. Makes you wonder why we bother really. Still we raised £97.18 in the whip round for JJ's widow and I chucked in a "wonna" from the evidence cupboard, so she won't be on her uppers.

The rules played well, with a little creative umpiring to cover the gaps and a good time was had by all.

Vince

Sunday, 9 August 2015

Probe at La Cambe - "29 Let's Go", Chain of Command


Yesterday was my first go at running a game of Chain of Command using my 15mm collection of figures built around another Lardies rule set "I Aint Been Shot Mum".

The Chain of Command rules takes WWII combat down to the level of sections and platoons at a man to model level and is perfectly scaled for using with 15mm figures where the range of the weapons comes to life on a 6 x 4 foot table such as the one we played on yesterday.

The scenario we chose to play is the opening game from the "29 Let's Go Pint Sized Campaign" which recreates the fierce battle between the US 29th Infantry Division and the German 352nd Division along the lateral road between Omaha beach, Isigny and Carantan as the US forces in this area drove to link up with their comrades at Utah beach at the base of the Cherbourg peninsula.


I have driven along this road when we visited the large German cemetery at La Cambe and am very familiar with the terrain consisting of open pasture land enclosed with light hedges, low walls and strong stone built Normandy houses.


This scenario beautifully captures the initial probes to contact that were probably happening all along the allied front on the days following the D-Day landing as both sides felt each other positions out and tried to get a feel for the strength of the opposition. The mission in this game is fairly straightforward with the Americans looking to get a team off the German table edge and thus penetrate their forward outpost line, whilst the Germans are simply trying to frustrate the US probe. The open ground either side of the road between the two lines makes this a challenging fight.

The map for "Probe at La Cambe"
With the patrol markers set up the patrol phase commenced as the two groups of markers moved forward and outwards and both sides attempted to claim the best forward positions whilst restricting the options for the enemy.

Our interpretation of the map above with US and German Patrol markers set up ready to start the Patrol Phase
In no time the first infantry sections appeared on the table with the first US infantry groups deployed on the US right flank around and in the walled house.

The patrol phase in play as the opposing markers move out into no-man's land
On the opposite side the Germans deployed two sections along the hedge row later supported with a mortar FOO and a tripod mounted MG42 in the farm house window overlooking the road.

Two German infantry section deploy on the hedgerow
The German troops soon located the US infantry and poured in massed machine-gun and rifle fire on the walled house causing shock and casualties within and forcing a rethink in the American command team.

German MG42 tripod team set up in the window of the farm house covering the road
US infantry deploy tactically among the orchard trees
Another US squad deploys in the walled house and soon gets "brassed up" by the German machine gun team and rifle sections
With the heavy German fire, zipping across from the opposite hedge row and buildings by the road, the US commander called for support from his tankers to get the advance moving. The two Shermans edged on to the road like two nervous debutantes at their first seasons ball.

Once the two US tanks had sized the situation up, retribution was swift and punishing as 75mm shells smashed into the farm window directly ahead, down the road, silencing the MG42 team, and driving the surviving crew downstairs and out the back of the building to recover from the shock.

US armour deploys on the road to support the hard pressed GI's
Well directed 75mm Sherman fire soon silences the MG 42
With smoke pouring from the window of the farm and German attention drawn to the arrival of the two US tanks an American sniper team took advantage of the newcomers opening salvo to climb to the top of a nearby shattered house and scan the opposite hedgerow for inviting targets.

The first shot killed a German soldier as he peered over the hedge to spot the American tanks. The next shot killed a German NCO with field glasses around his neck who seeing his man fall back inadvisedly broke cover himself to direct his soldiers attention to the possible threat.

A US sniper team deploy into a house on the high ground and pick off one of the German section leaders among the hedge row
With the first casualties inflicted both sides paused to draw breath and consider their options and to rally their shocked troops.

US Infantry pull back to regroup, with the empty battle field ahead
The American tanks and sniper had made things rather uncomfortable in the German lines, whilst the volume of fire from the German troops had forced the US infantry to hug the available cover.

The response from the two forces reflected the opposition presented, with the German FOO calling in a barrage from the 81mm mortar platoon supporting the forward lines, that landed full square amid the US position causing some shock and indirectly leading to the walled house catching fire, which had a much larger impact on the game.

The Americans meanwhile started to move their infantry across the back of the hill and in towards the road to link more closely with their tanks and take advantage of the cover presented by the smoke from the burning house.

Like wise the German MG 42 team rally in the cover of the farm buildings
The German mortar support was short lived as the the FOO lost contact with his platoon as it shifted support elsewhere along the front. The American commander attempted to call for mortar support himself but the US FOO team were quickly identified by the forward German troops and knocked out by mass small arms fire.

As the US infantry massed near the road in support of their tanks, the two Shermans continued to cause havoc with their 75mm guns and machine-guns as they sprayed their fire on the closest hedgerow.

The wounded are gathered in the cover of the farm yard
US armour edges forward bringing their heavy fire to bear on the German positions ahead
German infantry hug the ground under intense fire from the Shermans and the US sniper team
With a wall of smoke billowing across the table the two forces began to make their moves to end the battle.

With the area around the walled house devoid of US infantry, a German infantry section set off across the field aimed at capturing the nearby US jump off point and knock down the US moral count.

Meanwhile the US infantry hopped across the road as their tanks provided covering fire on German troops attempting to reposition to cover the US flanking attack.

The German force replies to the US fire with a barrage of 81mm off table mortar support which lands in the centre of the American line
The mortar fire sets fire to the walled house creating a smoke screen across the front of the American line
With both sides flanking manoeuvres forcing the issue, chances were being taken and the American tanks, being the fastest units on the table, made their move to seal the deal before the Germans could break their declining force morale.

Under cover of the burning building and a self made smoke screen the US armour attempts to flank the German line and make a dash for their rear area
With its supporting tank providing covering fire and drawing MG42 fire from the now rallied German team, that caused it to pull back at one stage. the second US tank drove out into the open field on the US left flank.

Suddenly there was a crack and loud explosion as the move drew fire from an off table 88mm German flak gun. Incredibly the gun missed and directing its turret towards the threat, the Sherman fired off a smoke screen of its own.

German 88mm guns in the area attempt to knock out the US tanks, but miss amid the hedges and smoke
With the threat of a US win if the lone Sherman managed to get off the the German table edge, German infantry threw caution to the wind as they quickly rushed men over to their threatened right flank. Although the 88mm FlaK had missed, the German commander looked confident at being able to stop this desperate US gamble.

German Panzerschreck team deploy from the farm buildings to thwart the US tankers "home run"
The US jump off point on their right flank fell to German infantry and deducted two points of their force morale as their own attack on the German right flank threatened to snatch victory. A German Panzerschreck team sprinted across the farm yard and knelt to take aim at the approaching tank. The pressure was too much and the rocket streaked over the rear deck of the Sherman. Other German infantry could be seen moving out of the buildings and with his objective in reach the US tankie put the metal to the floor requiring just a score of 7 on three d6 and that was then it rolled 4!

The Sherman crew didn't have to wait long to realise that they had just snatched defeat from the jaws of victory. The German squad that had debouched from the farm showed the Panzerschreck boys how to do it as their own Panzerfaust bomb smacked into the side of the American tank and ended the game.

Chain of Command is a brilliantly crafted set of rules that produced a nail bitter of a finish and left Tom bemoaning his luck despite the charmed life his Sherman led up to its final demise. Great fun.

Thanks to Jason and Nathan, two long standing aficionados of all things Lardy, who led us through the rules with great aplomb, also to Tom, Ollie and Jack for adding to the fun of the day.

Friday, 10 July 2015

Gettysburg, The Last Invasion - Allen C. Guelzo


I have started reading the so far excellent book “ Gettysburg – The Last Invasion “ by Allen C. Guelzo and have reached page 45 ( finger burn on your pointing finger does slow you up) . There are a number of points he has raised in his pre-amble that have interested me, the main one of which is at the end of this comment.

Firstly the discontent prevalent among both sides;  for example the Southern command viewed the Georgian and North Carolina troops suspiciously as being very lukewarm towards the cause and more prone to desert than other states forces. On the Union Side he outlines how the steep division between the Corps commanders worsened once McClellan was relieved of command by Lincoln, already badly split along party lines there was now the pro and anti ‘McClellan’ commanders. The author suggests that Lincoln deliberately chose the most ‘anti-McClellan ‘ general  in the army , Hooker , to replace Burnside ( pro-McClellan) to try and get some control back over the army .

More interesting was his mention of the effectiveness of early volunteers.

One Illinois regiment lined up to target shoot at a barrel 180 yards away, only 4 shots out of 160 tries hit it. In the 5th Connecticut forty men firing at a barn 15 ft high from only 100 yards managed to score a mere 4 hits and only 1 was the height of a man.”
And
“Even among the regulars of the 12th US the troops knew very little about principles and practice of firing, ours was very bad, the rear ranks sometimes firing into and killing the front ones.
. William Izlar, 1st SC remembered a fierce exchange ( 1st Bull Run) of volleys at a distance of no more than 100 yards in which the chief casualties were the pine cones from the extreme top of the trees. I guess that only 1 round in 500 ever hit anyone “

“A Federal captain watched in disbelief as his men fired off at an angle of 45 degrees
And the instances of them firing into each other are by no means rare”

Getting to my main point; I am sure that we have all seen some of the Waterloo re-enactment that took place recently and were surprise by not only the volume of smoke which was generated by even a small amount of people but the fact that it hung around spoiling everyone’s pictures , 50 years later smoke was still a problem.

“Soldiers on the firing line quickly found the smoke from their rifles hanging about them in clouds and it was not uncommon for officers to have to get down on all fours to peer under the smoke bank to confirm enemy troop positions.”

And here it is:

“At Fredericksburg, artillery gun crews ran laps around their guns waving their arms in an effort to dispel the powder smoke from the guns discharge.”

Top marks to any manufacturer who brings out models representing this.


Lets hope the next 427 pages are just as interesting

Monday, 15 June 2015

Sword & Spear - Rome v Pyrrhus

King Pyrrhus of Epirus fights the Romans at the Battle of Asculum 279BC - Giuseppe Rava
Yesterday was my first opportunity to try out Sword & Spear, the relatively new set of rules from Mark Lewis. I was aware of this set when they first came out and given that I have an ancient collection of my own developing in the background to my Napoleonics that are at the forefront of my current work, I am engaged in the search for a set of ancient rules that work for me.

So, aware that in these more modern times, no set of ancient rules appears to have gained any ascendancy ala the days of WRG, I too am engaged in an assessment process. Rather than become an "early adopter" as the marketing chaps would say, I thought I would wait to see what the response was to this set of rules and it was only following listening to Neil Shuck speaking to Mark about his rules on Meeples & Miniatures podcast that I thought I would get the PDF to try them out.


So what follows is a brief description of our game and Steve's and my first and I stress first impressions. We were using Steve's lovely collection of 15mm ancients and he has far more experience playing shields and spear chuckers than me. Steve's comments are interspersed with mine in italics.

As you will see Steve's verdict is tougher than mine, which just goes to prove, wargame rules are like shoe sizes no one size will fit all people!



So for our little play test Steve prepared two well matched foes from the past, Romans v Pyrrhics using the free army lists provided by Mark on his web page dedicated to this and his other rules
http://polkovnik.moonfruit.com/sword-spear/4583102656

My part of the test was supplying the rules, terrain, two sets of twenty red and blue activation dice. some very small casualty marker dice and a couple of pre made range sticks marked out in DU's (distance units) equal to half the frontal width of our units. There also lies a requirement to playing these rules, in that you need to ensure all units comply to the same frontage, with multiple ranks, such as the phalangites simply indicating a "large" unit. I noticed that Steve had blue tacked his two elephant stands onto a nicely textured combi stand arranged to this requirement.

As the other participant in the rules try out at Devon Wargames on Saturday I will restrict my comments to a general overview and my impressions on playing with Sword and Spear and leave any AAR to JJ to describe. (Not that there was much  to describe)

Army Creation: 
There is an ever growing collection of free army lists on the main website and in my opinion of the few I looked at they appear in line with most other sets opinions on what was around at the time for the relevant armies. Creating an army is easy for those who like army lists and covers all you need to play the game. Well done. 

All Troops must be on the same singles sized frontage base of your choice irrespective of type (liberal application therefore of Blu-tac was required on my part to make up temporary bases). 

All measurements are then by the half base in various multiples according to type or weapon.

The Pyrrhic host with cavalry and elephants on the flanks and their mighty phalanx and supporting hopolites in the centre 
I should say this was very much a learn as you play game and after a very superficial read through we placed our armies on the table following the game set up instructions and in formations that seemed reasonable based on other games, ie cavalry on the flanks, heavy infantry in the centre and skirmishers to the fore.

With the size of the army and the cavalry advantage possessed by the Pyrrhic host, Steve, commanding the Romans, adopted a defensive stance and thus it was down to Jack and myself to steer our army into the attack. As part of our test we manoeuvred our troops through terrain we might normally have avoided, just to get familiar with the effects of doing so. Nothing radical here with movement penalties that you would expect for doing so.

Army set up:

Scouting is in the rules for those who want to do it or you can just throw a dice like we did, and then you both take turns placing out your units onto the table by three appropriate groupings, heavy infantry first, skirmishers last. 


There is no fixed IGoUGo in Sword and Spear, instead each unit in your army gets one coloured dice and both sides place all of their dice into a master bag; you then randomly draw out seven each go, split up the dice (I was Red and JJ was Blue) and the winner then rolls their coloured dice and places dice against units. The opposition then do the same. 

You've got to love a phalanx, just bristling with mean intent
The first aspect that as has been commentated on before and that strikes you with these rules is the very simple but clever activation process, that we all thoroughly enjoyed. At the start of the game we placed nineteen and seventeen blue and red dice in a bag for our Pyrrhic and Roman armies respectively. The numbers mirroring the numbers of units in each army.

Each turn consisted of several activation phases as seven dice were drawn unseen from a bag and placed on the table. the majority colour indicating which side has the initiative to move first. These dice are then rolled and the subsequent scores on each indicates what you can do with them.

To activate a unit requires a dice placed next to it being equal to or greater than the discipline number of that unit. most of the Pyrrhics were discipline 4 whilst the Romans were 3 and thus for the Romans ones and twos could normally be discarded. Thus some units were bound not to be activated in a turn and decisions are forced on players as to who to activate and when, as each unit could only activate once in a turn which might leave it vulnerable to enemy activations later in the same turn.

Now let me explain a bit deeper. In the army lists each unit is rated for discipline and strength, so my Republican Hastati has 3 discipline and 4 strength. To get this unit to do something I need to place, next to it, a dice with a score of 3+ (discipline), so any dice I might then roll which shows either a 1 or a 2 are wasted for that turn (3 for Veterans, 4 for regular types and 5 for militia/levies) however if I roll a 6 or a double then there are bonuses for doing so. The player with the most dice that round then carries out all actions for their units which have dice allocated, the opponent does their move and then you pull another seven dice out of the bag. Once all the dice are out then that turn is over. It is very likely that not all your units will have taken an action so you need to plan accordingly for both failure and success in your potential dice rolls. 

On the whole moving and manoeuvring (if you beat your discipline level then you could make a move in any direction rather than just straight forward) is well done and simple. 

There’s a bit more involved but for now that’s good enough. 

Overall I found this part of the rules very interesting and is worth consideration for use in other games. 

The cool imperturbable Romans, very well drilled and about their business. Note each unit has the same width
In addition to simply activating units, the use of multiple dice with the same score placed with a unit together with sixes scored would enable enhancements in movement and or combat to be gained by the unit using them, all adding to the decision process.

As you look at the pictures of our game you can see the red and blue activation dice in play next to their corresponding unit and once a unit's activation was completed we left the die next to the units with a one showing to indicate that they had already activated. Very simple and very effective.

Last few words of encouragement from the Roman commander to his men
The other fun aspect of the play was revealed in the combat process which is resolved by each side rolling a base number of dice according to the units strength when firing and meleeing. The only difference between the two processes is that in melee both sides may end up testing for hits and discipline failures where as shooting only requires the target unit to test.

The strength of units varies from 2 for most of our skirmish units to 3 and 4 for the cavalry and heavy infantry.

Then to the base dice are added extra dice according to circumstances and capabilities such as gaining impetus dice, being uphill or striking the rear or flank. When the number of dice are calculated for both sides they are rolled and only four of the best dice scores are selected to be matched up highest vs highest, the next highest vs next highest and so on until four dice comparisons are established. In circumstances where a side has less than four dice to roll it is assumed that his absent dice scored a 2 for the purposes of comparison.

Combat and Shooting:

These are carried out in the same manner, using your strength you roll that number of dice adding in some bonus dice for friends or charging etc, so does your opponent and then you match off against each other highest to lowest however you only keep the highest four dice and discard the rest. If you managed to double your opponents dice then that is an automatic hit, any other “victory” on either side is a roll against your discipline to score a hit.  Accumulating hits that equal your strength routs you off the board.
If you do not have four dice to roll then any “missing” dice are counted as a 2


That’s about it for game play, so I will move onto my opinion.

King Pyrrhus advances and the skirmish battle begins
The name of the game is to beat the other guys die scores with a higher result forcing a discipline test and a result double its opposite resulting in a hit. These comparisons may be moderated by one side having an armour protection advantage resulting in allowing the benefactor to reduce an enemy die result by one.

Discipline tests require the owner to roll a die against the discipline of the affected unit looking to score equal to or more than that number or take a hit with attached generals helping the cause by one
Once the number of hits are equal to or more than the strength of a unit, it is routed and removed from the table, possibly causing neighbouring units to take discipline tests in response.

Again a very simple but very effective mechanism that we all had our heads around fairly quickly and had us weighing up our options in the game in practically no time.

Of course routing units leaving the army takes its toll on army morale as well as removing an activation die from the bag, so both sides are seeking to up the pain for each other whilst avoiding any attempted payback.
All good stuff.

Skirmishers are irrelevant; with an average strength of 2, rolling against combat units with strengths of 4 then you are very unlikely to inflict any hits especially as armoured troops can also deduct 1 off an attacking dice. This means that you cannot disrupt the enemy’s battle line as they come in. Plus light troops cannot automatically evade when charged, if they have no dice allocated you take out a dice from the bag and roll your discipline to escape or if you have already moved/shot that phase its tough luck so they are easy meat. All units routed contribute towards army morale.  

Light Foot are the only troops that can interpenetrate others so no moving through your skirmish screen.

During combat you generally attack with one unit at a time (assuming you haven’t rolled any doubles), I therefore placed all my infantry together so that I would gain support dice and then gave the obvious target a dice which allows counter actions or weapon skills. It therefore pays to sit and wait.

Pilum only cause the enemy to take a discipline test which generally is a 50/50 on causing one casualty (true this would lose them their “fresh” status and so in some circumstances also some dice or possibly armour ability). As I am generally 99% of the time under a constant Pilum barrage in my ancient games then I have some experience of various rules, in my opinion this is not quite the right effect. On the whole these rules don’t go in for much in the way of “special” weapons so I suppose that’s in line with the concept of the rules as a whole.

Oh, and if you have no un-used action dice allocated to them prior to defensive combat then no throwing at all, sorry. If attacking then you must choose between throwing your pilum and forfeiting a combat dice or not throwing.

Rallying:

Any unit that has suffered casualties but has not routed can be brought back to life, first a general can try each end of turn to roll a dice and beat the discipline level taking into account all accumulated hits (e.g. Discipline 4 , 2 hits , so must beat discipline by 2, therefore a 6). Also you can use one of your normal activation dice each turn to do the same job as long as it is high enough of course. (Maximum of 1 removal per turn per instance). Adding a general to the unit improves discipline by 1.

There’s something not quite right about this, it’s almost a good process but,,, there’s,
You know ,,  something .  I just cannot quite put my finger on it . (I have incidentally being asked in future to stop putting my finger on it so I couldn't have anyway).

Roman velites threaten the flanks
Once we had got our collective heads around the mechanisms, some aspects of these started to become clear. Firstly our set ups had seen both sides with skirmish units out front looking to beat their opposite numbers to allow them to start inflicting hurt on the larger units behind as the two lines drew nearer.

However with a strength of just 2 most of our skirmish units were extremely brittle when trying to resist casualties, be that from shooting or worst still melee. Within a few moves both sides had taken out a couple of these units leaving the centre ground devoid of skirmish cover and due to the army morale loss forcing both sides to pull in their skirmishers and let the larger units take the lead.

Before writing this post I thought I would check out the forum to see if others had already commentated on this aspect and it would seem it is part of the design, speeding up the contact and demise of these units that other games take more turns to resolve or forcing players to use these units as ambush forces, attacking flanks or rears or using them as bait to try and draw units away from support by evading attacks and leaving the enemy unit activated and exposed to subsequent attack by other units.

I am not sure that this is a good simulation of the role of these troops in the battle line where we would have expected them to have been inflicting annoying if not devastating damage to the opposing line prior to contact, whilst also trying to stop their opposite numbers doing the same thing.

The centre ground so recently occupied by a skirmish line was suddenly empty
We were also a little surprised at how unwieldy these skirmish units are when it comes to interpenetration. They can pass through formed troops but in turn cannot be passed through. Thus after finding out that our skirmishers were not really going to be able to function in the way we had envisaged we then discovered the need to manoeuvre them out of the way to allow the advance to continue.

Range sticks indicating DU's (Distance Units) based on the frontal width of the units were prepared prior to our game
As our game was very much a learning simulation we were more focused on working out how the game played than completing our game and thus a brief summary of our battle must suffice.

To move our Pyrrhic army along we opted for joining up several units in base to base contact to form groups, but on further reading I think we may have done this wrong as we should have attached our generals to the central units to do this. Be that as it may our phalangites coalesced into two principle groups and trundled up to the Roman line, whilst the cavalry and elephants attempted to occupy and threaten the Roman flanks and rear. The elephants struck first by taking advantage of a double six allowing them to leap ahead and smash into a Roman cohort.

The subsequent melee saw the Romans take advantage of some rotten Pyrrhic die rolling and soon had the advantage of casualty count which with a 3 strength elephant on 2 hits required it to break back from the combat to try and rally off the hits, only to find that we could only rally off one hit each turn. Needless to say the elephants got parked and we moved on with other units.

The elephants start to take casualties from a hail of pila. The little red dice indicate casualties and the elephants are one away from destruction
On the Roman left the Pyrrhic cavalry managed to catch some Roman allied infantry falling back from some woods into open ground, hitting the unit in the flank and destroying it, only to succumb to a follow up attack by some nearby Roman infantry.

This flank ended up facing off as attacks developed elsewhere.

As the elephants battle away the Pyrrhic line attempts to close with the cavalry attempting to turn the Roman flanks
On the Roman right flank, Pyrrhic Companion cavalry charged in against a unit of Triarii who gained the advantage of a supporting neighbour destined to be charged by another neighbouring cavalry unit. This revealed another seemingly surprising aspect in that groups of units that have moved together cannot charge in together thus exposing their separate attacks to support of enemy units destined to be attacked from their front. We read several times to see if that was correct and kept coming back to the sentence on page 14 stating that a group move could not contact an enemy unit.

The subsequent combats between the two groups saw the Romans gain the upper hand in the combats with Jack's unerring ability to roll low at the worst possible time persisting to the end.

The look of a Sword & Spear battle in full sway, with blue and red action dice next to activated units. The other multicoloured dice are for combat and morale rolls
Finally the right most Pyrrhic phalanx got a double five dice combination to allow it to charge in against the Roman line giving it six dice vs four to the Romans removing their impetus on the ends of our pikes. The two following combats left the Romans reeling with three hits and more charges to come on its colleagues along the line.

There we ended our game in time to discuss our thoughts over a drink.

I thought I would sleep on the game and read the forum before capturing my thoughts and now, the next day, have had a little time to consider the play.

The first thing I always consider when weighing up new rule sets is to look at my fun/not fun, game/simulation assessment and based on just one play I see Sword & Spear as erring on the fun/game end of the spectrum.

The activation sequence is the core to these rules and made a very enjoyable game as we started to understand the nuances the different dice combinations offered each side. The combat mechanism was also readily understood and we became quicker at assessing the results as the game progressed and seem to give a representative model of the combats we were playing. Both these aspects really ticked the fun aspects for me and are in my mind the best aspects of the rules.

The skirmish rules have moved my assessment away from the simulation to the game rating for these rules, as I can see from the forum discussions that players are adopting strategies to make good use of their skirmish units taking into account their built in frailties. Whilst I can see that could add to the fun aspect of playing the rules in trying to master these strategies, I am not convinced that they model the role of these troop types sufficiently well to give a simulation. I am one of those players who wants more of the simulation in my play than not and on that basis would probably not play Sword & Spear regularly, but based on just one game would play them happily on the spur of the moment for a relaxed fun ancients game. They are a set of rules that lend themselves to straight forward house rule adaptations and I would incorporate those in my own games, and I think there is a market for this set of rules.

Overall, the key question is of course, would I play these rules again?


Hmmm….    No. 

Thanks to Jack and Steve for a fun play test of Sword & Spear