Sunday, 28 February 2016
Zulus - Fouzands of em!!
This year's summer game will be a Zulu War themed affair and, as usual, the club is busy sorting out the scenario play tests together with finding a suitable rule set to cater for a large multi player game.
So this month whilst one table was busy fighting an IABSM scenario at Arnhem, the other was the scene for a massacre of a British column caught whilst crossing a Zulu-land drift.
I grabbed some pictures during the action which reveal the position and the last moments of the doomed British column.
From the comments I noted at the end, this play test revealed some issues which will require some more thoughts before we are ready to go in June.
Sunday, 14 February 2016
Baskeyfield VC - I Ain't Been Shot Mum
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Lance Sergeant J D Baskeyfield VC by Terance Cuneo |
It shows Baskeyfield about to fire his last round at the SPG coming down Acacialaan and just before he was killed by the SPG further up the road. On the road lies a Para shot while attempting to join him. Baskeyfield's original 6lbr gun, across the road, has been swung round before it was disabled.
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Lance Sergeant John "Jack" Baskeyfield VC |
The Arnhem campaign stands in the annals of British military history as one of those great triumphs amidst great tragedy in what became a campaign known for being a "bridge too far" in General Montgomery's failed attempt to end the war in Europe in the autumn of 1944.
Out of the ashes of defeat grew the story of triumphant resistance under terrible conditions by the men of the British 1st Airborne Division and the Dutch civilians who so unselfishly offered their help and support and bore the brunt of reprisals after the battle.
I have a personal memory of my father, an armoured OP with Guards Armoured Division describing his experiences of the desperate fighting conducted to reach the beleaguered British airborne soldiers on many a holiday to Belgium and Holland in the mid-late seventies.
No better example of selfless bravery in the face of the enemy and the reason why the British Airborne "Red Devils" established themselves firmly as an elite fighting formation can be found than by the individual act of heroism displayed by Lance Sergeant Jack Baskeyfield VC on Wednesday 20th September 1944 on an insignificant road junction just south of Oosterbeek close to the Lower Rhine river.
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British positions in the Oosterbeek perimeter as they were on Wednesday 20th September 1944 and
Lance Sergeant Jack Baskeyfield's position on the day.(Blown railway bridge bottom right of map)
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By the 20th of September and after two days of heavy combat, General Urquart and his 1st British Airborne Division was a mere shadow of its former self and there had been little option other than to pull the remains of the division into a defensive perimeter at Oosterbeek and thus guarding a potential bridgehead on the Rhine river.
On September the 19th the men of 1st, 3rd and 11th Parachute Battalions and the 2nd South Staffords retreated back along the southern route from Arnhem into Oosterbeek with German armour cautiously following them in pursuit.
Just short of Oosterbeek they were met by Lieutenant-Colonel "Sheriff" Thompson, commander of the Light Regiment, whose guns were in position only a short distance behind. He ordered them to form a defensive line facing east. It was in this position that Lance Sergeant John Baskeyfield, an anti-tank gun commander in the 2nd South Staffords fought the action that won him a posthumous Victoria Cross.
The game played yesterday is based on the scenario by Richard Clarke from Too Fat Lardies and published in the Lardies Xmas Special of 2007 and was played using I Ain't Been Shot Mum version three (IABSM 3).
Young Charle commanded the British airborne troops, watches closely as the Germans start to deploy on their end of the Benedendorpsweg |
The following are the British and German briefings take from the Lardies Xmas Special 2007, with my commander stats. amendments for IABSM3.
British Briefing
Major Buchanan has informed you that you can expect Jerry to put in an attack down this road.
If they manage to push you out of this position its likely that the whole of the Oosterbeck position will be encircled and no escape possible. You certainly don’t fancy spending the rest of the war in a POW camp, so you reckon that seeing it through here, whatever the outcome, is the best bet.
Some boys from 11 Para are in the houses around you, but they look to be a shaky lot, mind you, they've been fighting for three days solid so they’re probably just exhausted. If they can keep the enemy "pongos" off your back you’ll deal with any Jerry armour that comes along.
Hopefully you’ll stick it out.
IABSM3 Forces
South Staffordshires
Lance Sergeant Jack Baskeyfield, Level II Commander
Two six pounder anti-tank guns, four crew each.
11 Para
Corporal Bill Stickers Level II Commander
Three sections of eight men
One PIAT with two crew.
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View towards Baskeyfield's position on the Acacialaan junction from behind the StuG seen in the picture above |
German Briefing
It has been a tough few days, the Red Devils fight like…Devils! Now, however the end is in sight. In Arnhem the positions by the bridge are being reduced, and to the West at Oosterbeck the enemy is close to surrender.
Our orders are to attack down the Benedendorpsweg. If we control that road we will remove the Englanders’ only secure flank and have them surrounded. Then, at last, we can get some rest!
Do not flinch, push home your attack with energy and vigour and the enemy will collapse as a pack of cards.
IABSM3 Forces
Erzatz Infantry Company
Sturmscharfuhrer Artur Spengler Level III Commander
Unterscharfuhrer Rolf Wolozowski Level II Commander
1st Platoon
Three rifle squads, 8 men each
2nd Platoon
Three rifle squads, 8 men each
Mortar Section
Two 80mm mortars, one FOO may be on table
Assault Battery
Scharfuhrer Alois Schatz, Level III Commander
Three StuG III, Grade III morale
The British win if they keep the road junction in their hands, the Germans win if they capture the junction. As in reality both sides have the assets that are available, time is not an issue.
That said, if the Germans loose all three StuGs while the British still have at least one 6 pounder in action then they may call for additional support. Add a reinforcements card.
Roll each turn, requiring a 6.
Note: I had on hand a StuH42 and an SdKfz10/4 20mm half-track in the German reserve should the reinforcements have been needed.
With the British positions marked on a copy of the map above, the card deck was assembled (note IABSM is a card driven rule set with individual platoons, commanders and other assets able to activate and perform actions such as moving, spotting and shooting on the turning of their respective cards) and with initially more German cards in it, the first German units were activated and on the table.
These first moves were not without problems as the German card deck included "Hesitant Troops" which meant the next German unit card drawn would be subject to hesitant status and forced to remain in situ either spotting or firing according to what was possible.
SS Ersatz Kompanie Spengler moves out into the polder land |
Sturmgeshutze-Brigade 280 lead the "hesitant" SS trainee soldiers forward |
As the German armour drew level with the house on the centre line of our table, now burning fiercely from a severe "brassing up" by the StuG's, they started to bring their main guns to play on the forward houses at the road junction, suspecting their occupation by British Paras.
The SS men were naturally cautious and took time to "brass up" likely enemy positions on their approach. Note the mortar FOO on the road searching out likely enemy positions. |
An SS Infantry Zug advances across open ground devoid of much cover |
As the StuG's open fire on the first line of buildings they themselves come under punishing AT fire from the front right |
This meant that each time a vehicle was hit the British commander would roll seven d6 needing 5 or 6 for a successful strike. Likewise the German commander would defend against those hits with seven dice of his own needing a similar score to cancel out successful British hits.
If the defence scored more that the attack then no effect was caused, however equal or more successful hits had consequences for the target vehicle with more hits causing worse likely consequences.
Lance Sergeant Baskeyfield directs the fire of one of his 6lbr gun with telling effect |
The StuGs feel the effect of the 6lbr with the one in the centre knocked out, the one on the left immobilised and shocked and the the right most vehicle with a damaged main gun. |
The view from Baskeyfield's tree |
They were desperately waiting for the opportunity to activate both the infantry and StuG platoons and were calling for mortar support.
Suddenly the StuG card appeared and their commander Scharfuhrer Alois Schatz, who was able to survive the destruction of his vehicle, losing one of his crew, managed to de-bus to the one vehicle with a main gun operating. The two remaining StuGs then poured on a stream of vehicle machine gun fire that supported by the fire from the German infantry moving through them soon knocked out the crew of the 6lbr leaving Baskeyfield as the sole survivor.
SS Sturmscharfuhrer Artur Spengler was urging his other platoon forward looking to flank the the road junction and turn any British position in the houses and gardens. As he men drew into effective small arms range, the first German 81mm mortar shells landed in the line of houses to their front.
11th Para infantry are forced to move from building to building as their position comes under intense mortar and StuG high explosive fire, setting the houses alight |
The SS infantry are still coming under heavy small arms fire as they close on the British position, three dead, three shocks - ouch! |
The Germans needed no further invitation as the SS infantry opposite Baskeyfield's position used their card to close in on and shoot up the British gun position killing our hero in the process.
A combination of StuG and mortar fire took out one of the Para sections and badly damaged a second adding multiple shocks, whilst the second British AT gun was overwhelmed by a close assault from Spengler's platoon, forcing the surviving Paras to surrender their hold on the junction and fall back to the perimeter.
The final moments as the survivors of 11th Para are forced back from the road junction to join their comrades further back on the perimeter |
Of course the unpredictability of the cards would cause this very same set up to potentially play quite differently, not to mention the combat outcomes we generated.
A great day of wargaming was had and thanks to Charlie, Steve, Ian and Jack for providing the entertainment and I hope this game in a small way pays a very sincere tribute to a very brave soldier whose final resting place is unknown but whose memory is not forgotten.
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Statue to John Baskeyfield unveiled in his home town of Stoke on Trent in 1990 |
Sources referred to in this post:
Lardies Xmas Special 2007
Operation Market-Garden Then and Now Volume 2
Operation Market-Garden Then and Now Volume 2
Labels:
15mm,
Devon Wargames Group,
I Aint Been Shot Mum V3,
WW2
Saturday, 30 January 2016
Germantown 1777 – ‘Black Powder’
Got the chance to put on the above at the club on
Saturday, having purchased my good friend JJ’s AWI collection last year.
I’d always admired the collection, so when the
opportunity came up to grab a bargain, I couldn’t resist!
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Map illustration from the Black Powder AWI Supplement - I think that should read "Smallwood" at right |
Jon’s figure collection is quite old (Original Polly Oliver in the main, JJ ), and he says his painting style has changed a lot, but I like them.
http://www.pollyoliver.co.uk/
As a club, we’ve played with most variants of the Black
Powder (BP) rules; ‘Hail Caesar’ quite recently last year, ‘Pike and Shot’
earlier last year and BP with a few house rules for Balaclava in the Crimean, our summer game
‘big bash’ in North Devon a few years ago
I’d put on a game using the ‘Albion Triumphant supplement for
the Waterloo period a few years ago, and that’s been the only time the club
felt they hadn’t really worked.
I’d picked up the ‘Rebellion’ AWI supplement previously,
so was keen to try them out. I think it’s a really good supplement, loads of
information on the period; historical background, details of the forces
involved, a short piece on weapons and tactics and an overview of the main commanders
‘of note’. Over half the book though is made up of scenarios, nineteen in all,
featuring all the major land engagements of the war, plus others.
Looking though the scenarios, and comparing them with the
forces I had purchased, I settled on Germantown, 4th Oct 1777. This
sees Washington develop an elaborate plan to march five columns of troops, over
different roads, to arrive at the encamped Allied force simultaneously.
Needless to say, historically it didn't work (hindered even further by thick
fog) and not surprisingly, that was repeated in our game!
I used all the detail from the ‘Rebellion’ supplement to
generate the scenario. I like the different stat lines attributed to each unit,
which can reflect their ability to melee, shoot, recover morale (saving throw)
and become shaken (stamina), plus the ‘added extras’ to reflect increased
morale, better shooting or hand to hand qualities. All these can be ‘tinkered
with’ if you don’t like the author’s interpretation!
Each commander is also allocated a ’staff rating’, which
is basically their ability to get things done, rolling equal to or less then
their rating on 2D6. Again, if you don’t like them, change them! In this
scenario, all commanders were rated as ‘7’, which is pretty average, but
presented a few challenges for the rebel/patriot forces (depending where you’re
from!)
These are ‘as is’ from the book and also show the ‘order
of battle’ for each force.
So how did it play? On the day, due to the other games
going on, it was down to another long standing war game mate Vince and I to
give it a go.
Things didn’t start well, when Sullivan failed his first
command roll! In the scenario, all his force must be ‘on table’, before Greene
& Armstrong can start to arrive, and only when they’re all on can Stirling
and Smallwood attempt to enter.
Once Sullivan is on, and engaged with the British front
line, then the forces of Knyphausen and Grant can start to react. Cornwallis is
available once British units become destroyed or ‘shaken’. This never happened!
Sullivan and Greene managed to get all their troops on in
fairly good time, but Armstrong was clearly affected by the fog! This was to be
a factor throughout the game!
In the meantime, the 40th Foot had
occupied Chew house as they did historically, and there they stayed! Again historically.
Knyphausen moved the remainder of his force up in support of the 40th, pushing
the jagers out to his left flank to delay the militia with the long range of
their rifled muskets. Grant moved to deploy between the woods in support of the
1st Light infantry. The 2nd were left to fend for
themselves!
Eventually, all the rebel force entered the table,
although Armstrong was still affected by the fog and there was a similar story
on the other flank with Smallwood! Sullivan attempted to force the issue by
charging Chew house before the supporting forces arrived, knowing he was being
a bit rash, as the defenders were bot suitably depleted. This proved to be the
case, as although the first round was a draw, he was thrown back in the second.
This was the ‘high water mark’ of the rebel
forces, as it became pretty much a shooting match with Sullivan facing Knyphausen
and Greene facing Grant, a match the
rebels were unlikely to win! Not helped by the fact that yours truly had
deployed in ‘double lines’ not allowing the superior numbers of rebels to come
into action (too much Carnage & Glory JJ!!)
So with rebel units starting to disappear at an alarming
rate, and the British force only carrying one or two casualties per unit, we
agreed that it was time for the Rebels to withdraw, pretty much as they had
historically!!
I enjoyed getting my ‘new’ figures out on the table and
thought that the scenario gave a good game. Vince and I are old adversaries,
but the game was played in good spirit, with reference to the rules when
required, which usually gave the answer.
I must note that I
didn’t cater for the fog in the scenario; there is the ability to introduce
variable ranges based on a dice roll and potentially have the rebels shooting
at each other (which happened historically.) I’ve also seen a scenario where
the British are required to roll on their command rating to raise then from
their slumber, which may make for a more interesting slant.
I would definitely play this one again; it’s very much
suited to multiple players
Sunday, 10 January 2016
Augustus to Aurelian Play Test
Rules review and play-test by JJ and Mr Steve
Another Roman army disappeared in the German Wald yesterday as the DWG play tested Phil Hendry's rule set "Augustus to Aurelian" (AtoA) published by the Too Fat Lardies back in 2012.
I got a copy of the rules back then when I listened to Phil's interview with Neil Shuck on the Meeples Podcast, where he discussed the design principles behind the rules.
The rules are card driven, like many of the Lardies own sets, and the cards determine when commanders and their units get to do things in the game. I know that is not to everyone's taste, but I personally love games where that "friction" is built in to stop players having a totally unrealistic control over their army.
Having had the rules in my library for several years now and in the process of constructing a 28mm Dacian Wars/ Germania collection of figures as well as trying out sets of rules that might "tick the boxes" for me as far as what I want in my ancient games, I have been looking forward to giving AtoA a run out.
Over the Xmas break Mr Steve sorted out his 15mm collection to organise some forces that would cover the period I am interested in whilst I got the cards and various markers together to give them a run through yesterday.
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Simple laminated cards created to drive the game |
I should stress that this game was played very much as a "test game" and in the spirit of seeing what the rules can offer plus how easy were they to play with a group of us who hadn't played them previously. Please don't get too concerned seeing figures that aren't quite what they represent as Mr Steve is not really in to Romans or Principate Romans for that matter and so we have them on table as stand ins.
So the table below shows the game set up at start with the Romans (left picture) and the Germans (right picture and nearest camera).
German warband division set up in woods bottom left using their "Forest Fiend" attributes. |
"Carpe Diem" cards allow the commanders to try and take action at specific points in the game
The various troop types in the rules and army lists come with special attributes that can differentiate the various armies. The table was set up to offer the Germans the best possible kind of terrain they would choose to fight in and so were able to choose one of four "Forest Fiend" attributes. Mr Steve the willy German commander chose "Mist and Rain" which presupposes the Germans have made full advantage of the poor visibility and conditions prevailing in the German wald to manoeuvre one of their warband divisions through the trees on to the Roman right flank after the Romans had set up
The Roman Legionaries bottom right were too far away to support the auxiliaries to their right and had little impact in the game - well it was a test game and we won't do that again! |
In addition as "Forest Fiends" the Germans found moving through the thick German forest easier than the drilled Roman troops which only added to Roman problems.
For their part the Romans would try to take advantage of the "Triplex Acies" rule that enabled them to fight more extended and to support front rank units with rear rank units in combat, whilst making good use of their "Pila" rule where casualties inflicted would count towards the hand to hand total of casualties and thus impact on results in those combats, plus their "Gladius" rule giving them an extra die role in hand to hand combat in the second round of fighting.
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The "Meridiato" Cards of which there are two determine a reshuffle of the deck and start the hand to hand combat phase in the game |
As you can see the orders of battle in AtoA are similar to "Hail Caesar" and designed around ideally divisions of four or more units, known as formations in the rules, each under a commander with a general commanding the army.
The level of these commanders determines what they can do, with army commanders able to change the orders of formations under their command and within command range, whilst formation commanders are concerned with the management of their individual units and trying to make sure they are in the right place at the right time to oversee and potentially aid combat whilst watching over units that are close to becoming shaken, or disordered.
The order that the opposing commanders get to do things, like moving and charging their respective units is determined by when their commander card appears from the deck. To help identify respective commanders I produced some little picture profiles of each commander that was placed by the respective models and you can see them on table.
Each individual commander has a command rating from 1 to 3, that determines how many cards with their face on gets put in the deck. This means the more cards the more likely that commanders card may appear first and the more likely they will get to do multiple tasks during a phase, bearing in mind that the units under their command can only do one type of action one in a phase.
The range of actions available to a formation commander are;
- add a d6" of movement to a unit that he is attached to, known as "Follow me lads".
- add a die to a reaction test.
- increase a units Combat Dice by one die for that round of combat if accompanying the unit.
- remove disorder marker
- remove a casualty once from an un-engaged stationary unit, usually done to prevent the unit from becoming shaken and thus forced to take a reaction test.
The Legionaries with attached artillery and skirmishers had limited impact on the game |
As well as the commander cards, the players each were given "Carpe Diem" cards designed to allow the respective sides to attempt to interrupt the card play from the deck and take the initiative before the opposing player could react. These cards were held in hand, to begin with but once played went into the deck to be shuffled and would allow activation of a commander from the respective side when later drawn from the deck.
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The various commanders had differing numbers of cards in the deck with their portrait that allowed them to activate them and their "divisions" |
To simulate the better command and control of the Romans vs the Germans they received seven
Carpe Diem cards to the Germans five, based on one card per formation, plus the Roman bonus.
The main German attack moves in against the Roman Auxiliary division ahead, set up unprepared facing straight ahead |
The final cards in the deck consisted of two Meridiatio cards which with the first card drawn warn players that the phase is close to ending and with the second ends the phase of play by concluding the outcome of any hand to hand combats that have occurred in prior movement, allowing unactivated units to shoot and react. Once done the pack is reshuffled and a new phase of play begins.
German light and Noble cavalry cover the open ground in the centre |
As indicated at the set up, the Germans took full advantage of the terrain which aided their initial placement and attack and did nothing to allow the Romans to make full use of their manoeuvring advantages.
The first attacks when they came caused the Romans to have to expend their advantage in Carpe Diem cards as the auxiliaries fought to keep the German division at bay.
Tribesmen - fousands of em! |
With little option left but to fight, the plight of the auxiliaries gave us ample opportunity to try out the combat system as cohorts slammed into warband and the mayhem began.
The combat process is very straight forward with each troop type given a combat attack (CA) factor with the auxiliaries on a 3 and the warbands with their size of unit advantage on a 4. This basic factor is used to find the column on the Combat Attack chart and aligned with the row that corresponds with the enemy's armour. Thus the Germans with no armour gave the auxiliaries a basic chance to hit of 6 or less on a D10 whilst the Germans against the auxiliaries medium armour were hitting on a basic 5.
This hit number can be adjust up or down according to circumstances, for example flank or rear attacks, winning previous round of combat, first round if Romans had thrown pila, plus others. Each unit would then get to throw a set number of D10 determined by size of unit thus the warbands were generally throwing four dice to the auxiliaries three. Again the dice thrown could be adjusted with attached commanders able to add a die and Romans in second round of combat getting an extra die for their "Gladius" special rule.
The number of hits were then recorded with the micro dice and an eye kept on the total hits suffered, as once the unit's outlook number was equalled by the hits taken the unit was deemed Shaken, severely impacting its ability to fight and increasing its chances of breaking.
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The Roman Commander's card. His head was last seen atop a German spear, disappearing among the trees |
Roman Auxiliary infantry with Roman Ala cavalry top right |
The indication of how straight forward the combat was, was how quickly we started to roll through the stats to resolve it, not without a few mistakes along the way, but that's why you play test games.
The first unit on Roman Auxiliary infantry charges in trying to hold up the impending German attack |
Shooting attacks were conducted similarly to combat with the added factor for range and shield etc.
The whole idea is to degrade the enemy with hits quicker than they you and thus break units and then complete formations to gain a victory.
Commanders and Carpe Diem cards become critical as the action intensifies, and the ability of commanders to influence the larger battle degrades as they get caught up trying to do multiple tasks at the same time.
Lots of Germans closing in on the Roman right flank |
In our game the Roman forces were under growing pressure to win combats forced upon them that commanders were forced to add their extra combat die effect by attaching to units but then running the risk to themselves.
The German centre moves in as the battle on the Roman right flank develops |
The reaction tests that followed required the rolling of 2D6 and looking to roll lower than the morale rating for the unit to be ok, thus auxiliaries were testing on 7 and warbands on a 6. To the dice roll were added or deducted situational factors, such as excess casualties suffered compared to the enemy, being attacked in flak or rear, already shaken, deductions would include rear and flank supports, the general attached etc.
As our battle unfolded, it became more and more obvious that the Roman position was untenable and given our focus of throwing units into the fray to see how the rules worked, it was little surprise when with two Roman generals killed, the auxiliary division broke, leaving the Roman cavalry and legionaries to face a fast approaching horde of German warbands intent on sealing the deal.
The accompanying pictures reveal the progress to this invertible defeat.
So what did the game demonstrate other than not to put your legionaries so far away from your auxiliaries and take extra care on a table covered in German forest? Quite a lot I think.
The game rolled along really well with lots of entertainment and drama generated especially in the combat. The game is not complicated and with plenty of scope for tailoring units and scenarios by adjusting the various stats and set up options.
I now know what markers are needed to make the game more attractive and easier for players to monitor the status of their commanders and units.
I know we made mistakes in the game and that some were spotted as we went along and others with reading and checking the rules after the game, but nothing major and only confirms my thinking that these are a straight forward set of rules to play with no major quirks revealed.
After just one play I have to say I really like them a lot and I want to play them more regularly and am now thinking about what I need to create in the way of stat cards for units and other table top markers that will be easy on the eye.
So lets see what Mr Steve thought?
Charge Moves: I have some unease about just doubling
your normal move to become its charge move as it is in this set , I think I am
probably in the camp of allowing a
little bit extra , say 50% on top of normal but its really not that terrible I
suppose.
If the morale rating was exceeded then the size of the excess determined the severity of the reaction ranging from disorder to disperse with a result of 5 or more in excess.
More fighting and push-backs as the battle on the Roman right develops |
As our battle unfolded, it became more and more obvious that the Roman position was untenable and given our focus of throwing units into the fray to see how the rules worked, it was little surprise when with two Roman generals killed, the auxiliary division broke, leaving the Roman cavalry and legionaries to face a fast approaching horde of German warbands intent on sealing the deal.
Meanwhile without new orders the German right flank holds its ground |
The accompanying pictures reveal the progress to this invertible defeat.
So what did the game demonstrate other than not to put your legionaries so far away from your auxiliaries and take extra care on a table covered in German forest? Quite a lot I think.
The game rolled along really well with lots of entertainment and drama generated especially in the combat. The game is not complicated and with plenty of scope for tailoring units and scenarios by adjusting the various stats and set up options.
I now know what markers are needed to make the game more attractive and easier for players to monitor the status of their commanders and units.
I know we made mistakes in the game and that some were spotted as we went along and others with reading and checking the rules after the game, but nothing major and only confirms my thinking that these are a straight forward set of rules to play with no major quirks revealed.
After just one play I have to say I really like them a lot and I want to play them more regularly and am now thinking about what I need to create in the way of stat cards for units and other table top markers that will be easy on the eye.
So lets see what Mr Steve thought?
Casualties mount - the little red marker dice record the hits taken and will determine who has to take a Reaction/Break test |
First up I would like to say that my collection of
ancients is sadly lacking much in the way of any Roman figures therefore when
Jon asked me to supply armies so that he could try out this set of rules it was
looking a little bit tricky. For Imperial Romans I substituted some old Marian
period figures I found in a dusty box and which one day might be used to fight
the Pontic army currently under construction and the best I could do for
Auxiliaries was to use various Republican Romans and any odd Thorakitai I had
available. Apologies therefore in advance .
I will let Jon cover the actual events of the game itself to
preserve my modesty so let’s get onto the rules themselves with the usual
proviso of course that after just one play through any subsequent game would be
much smoother and be more likely to follow the rules properly (and play all
those rules we had missed out).
With the Roman right flank in disarray, German cavalry move up to take advantage |
The randomised movement is of course in line with the
majority of other Lardey games so it wasn’t anything new to us, did it work for
an ancients game? I think it did; if we played it correctly then you have the
possibility of getting two activations per commander which you can then use for one movement activation and then for some other things like boosting fighting or
morale/disorder recovery etc. how and what you can do depends on your leaders
level of course. Formations/commands get a group order which they must follow
until changed and whilst I play this sort of thing in other eras I am still
undecided on whether I am for or against it in these rules .
One thing I wasn’t sure on was if you could move your leader
in both of his activations , this point arose after I remembered that only the General
can amend orders and that mine was miles away over on the left flank and that
my right flank leader was stuck with hold orders. There was some discussion
later that evening on whether a leader would just sit there and not attack by using
his initiative; we decided that you could see various points arguing for and against
this happening so as it’s in the rules then that’s what you play to.
The Roman auxiliaries fight a losing battle as they try to stem the German attack |
I didn’t see much disadvantage for the Germans in unit control
or movement as I had been promised beforehand ; admittedly the Romans could
utilise their special advantages to allow them more space between their units
and theirs commanders but as long as the Germans maintained a battle line then
their much smaller command radius wasn’t a problem, I guess if we had a few broken
units falling out then getting them back might have been harder but the beauty
of Barbarians is that there are always more tribesmen waiting to take their place.
Fighting is straight forward, you cross reference your
attack skill against the opponent’s armour rating , then throw a quantity of
D10’s relevant to your unit. However when this takes place wasn’t immediately
clear (i.e. we cocked it up), even with my exceptional brightness it took us
some time to grasp that we were doing it at the wrong time in the move so
perhaps a better layout of the turn sequence is required (my point, I guess, is
that however clearly its explained in the rules, we didn’t spot it or get it
right for several moves and the majority of us weren’t drunk nor are totally
senile yet).
I found it really helps to be a large unit when fighting (any
armour helps as well) as you will get more dice to roll and usually a combat
can last for several rounds which is as it should be, however as the Roman
legionaries were so disgracefully lead we never got the opportunity to try out
either the Pilum rules nor their own combat abilities on barely clothed Germans;
this may have been much more devastating than what the medium sized auxiliaries
units could dish out. I think making all the German units large may have been a
mistake but I suppose it was some compensation for being classed in the worst
possible defence class.
Most units can only take 4 hits before the next hit shakes
them and thus requiring a morale test to be taken against their rating (combat
losers always test as well), non fighting supports help in morale so the
positioning of troops is important and there are lots of special abilities
which is always fun as long as you can remember them.
With the Roman cavalry engaged in the centre with the German opposites the legionaries just in shot bottom move up to oppose the supporting warbands |
So let’s run down the key points of any rule set one by one.
Movement: Works Ok, although I must put in a general gripe
for all rules to include both 28mm and 15mm measurements covering shooting
ranges as well, in this day and age surely it cannot be too difficult to have
two versions of the QRF on-line (see Fire and Fury). The variable move works as
does the sudden ending of a turn. You also move by formation (i.e. commands)
activation which is both speedier and more realistic, units do/can move
individually if they wish but all their friends will also get to move as well
at the same time .
Fighting/Shooting. Also Ok.
Simple to do and has enough differentials to cover the
Ancient era. I liked the method that fighting is carried out after all movement
(eventually!)and as you are not sure when the move will end then units get fed
in bit by bit with one side really hoping that the next card up stops the turn.
The battle reaches a full crescendo as two Roman commanders go down in the fighting |
Morale. Ok.
Not too many +/- to work out but enough to make it interesting.
I would like the results table to be a little better in its meanings and
applications and we also spent some trying to work out what happened after combat
in all possibilities.
We managed to kill two of the Roman leaders and whilst it is
clear what to do when junior generals get their just deserts we couldn’t find
out what to do when the Big Cheese himself runs out of breathing privileges.
Personal Hobby horses addressed:
No points list for army calculation although there are
general army lists and unit stats available. I didn’t think our game was very
balanced but as I was German I wasn’t the one crying in my beer.
Obviously not
relevant for those who hate army lists.
Skirmishers, not really effective in their purpose of screening
but handled better than in some other rules which I am no longer allowed to
mention.
The auxiliary division (top left) is broken and the legionary division beyond will be lucky to make it out of the debacle |
Overall, Not Bad,
I would strongly suggest that you make up a lot of different
markers beforehand to help remember what’s going on or what’s been used etc but
definitely a set worth having a go with I would say.
Thank you to Steve L and Ian for joining in the fun and for thoughts from a guest who joined us during the day, another gentleman called Steve, but who we have called Bruce, because we now have a ban on anymore Steve's coming to the club as the older members find it to confusing.
Labels:
15mm,
Ancients,
Augustus to Aurelian,
Devon Wargames Group
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