From the German 'Kabinettskriege' - Cabinet Wars: a period of limited conflict from the Peace of Westphalia (1648) to the French Revolution (1789).

Boys Weekend - Game 1 of 3

It's been a while since the four of us (Steve, Martin, Keith and I) got together so it was great to meet up for another weekend's gaming.  To not waste any precious gaming time, apart from the Friday evening which was, as tradition demands, spent down the pub, the first game was already set up and ready to go - see here.

We diced off to determine the order in which each of us got to choose which command we would take in the game: the right of left half of the Seleucid and Ptolemaic armies.  I went second and snapped up the power Seleucid right which surprisingly wasn't the first one picked.

So, on to the game - the account of which will focus on the wing where I was busy and thus didn't see much of what was happening on the other wing.

The Battle of Panion 200BC

The Ptolemaics won the toss for initiative at the start and let the Seleucids take the first turn; this meant their movement distances were all halved[1].  The right wing under my command, with a plentiful supply of PIPs, moved forward as far as it could; Steve commanding the left wing was more cautious as the enemy had an edge in troops on that side of the field.

In their first turn the Ptolemaic left (Keith), facing me decided that boldness was the option and advanced his whole command.  This boldness perhaps went too far when he also decided not to delay the clash with my superior cavalry but charged right in (action nearest the camera).


I thought he was committing suicide, especially as my cavalry were all uphill of his, but the results were disappointing (to me), with one draw and the other unit only being forced to recoil.


On the other flanks things were going much slower ...


... as the Seleucid left (Steve) was hanging back and the Ptolemaic right (Martin) was bereft of PIPs, which was going to become one of the enduring themes of this game.

The next turn saw my wing close in the centre and the cavalry (and cataphracts!) charge in, and this time they destroyed both of the opposing units (posed as running away for the photo below). 


This, was how I had imagined it would be in my dreams.


In reality, it was primarily driven by my rather good dice rolling and Keith's poor combat throws, which were going to be the other theme running through the game.

While the Ptolemaic right seethed with frustration over a paucity of PIPs ...

... the battle on their left got into full swing with pretty much all units being engaged, apart from the excess Seleucid cavalry now seeking to the Ptolemaic left flank.


After further moves the armies on the Seleucid left still had not come to blows.


By contrast, Antiochus III had led his battalion of the phalanx to burst all the way through the opposing pike[2], but was still a long way from breaking anything.  

The next bit of excitement on my wing was the destruction of a Ptolemaic mixed spear and elephant unit.  This meant, thanks to my rule changes[3], that before being removed elephant would rampage through all in its path, starting with the light infantry directly behind it.


But light infantry are meant to elephant killers, and so it proved, with the rampage being stopped almost before it had begun.


With the demise of this spear and elephant unit, and the defeat of the remaining cavalry on that wing, the flank of the main Ptolemaic phalanx was left fully exposed.


Meanwhile, across the river the battle had so far been limited to light units fighting for possession of the rough and difficult going on the opposite flank to the river.

The writing on the wall was pretty clear at this point, and so it proved with the combat between the light troops on the Seleucid left / Ptolemaic remaining indecisive while the Ptolemaic phalanx shorn of flank protection was hit from all sides and promptly collapsed.


All-in-all, a pretty good match to the account on which this battle was based.  


Post Mortem

While the set-up and rules threw up a few issues, it was fast and furious, and fun.  All was finished, and the troops returned to their shelves[4] before lunch.



The rules worked pretty well, but recoiling a whole box breaks up an army's line by too much and too quickly, so will have to be addressed in future games.  Also, the changes on overlaps, reducing their occurrence[5], made pike combat fairly impossible to break with a flank attack to help you out.  I shall have to do some reading to find some historical cases of where this wasn't the case and if so, amend the rules to allow for what is probably an unlikely occurrence.

The set-up favoured the Seleucids, but that was historical and deliberate although the dice Gods clearly decided to back a winner and my combat dice were consistently better than Keith's.  

On the other side of the battle, I had not given enough thought to how the Ptolemaic force was deployed, and Martin was hampered by a command that needed a lot of PIPs to get moving.  Again, the dice amplified my errors, as Martin's PIP die always seemed to roll low.

Nonetheless it was a fun and fast game, which was just what I was hoping for, allowing us to get on with setting up and playing the next game, a Lord of the Rings game using Dragon Rampant.  But that will have to wait for the next post.



Notes:

[1] Using 6" grids, each equating to 100 paces, means troops move much further than they do in DBM and not limiting the movement of the side that goes first could result in the side that goes second finding itself pinned from the start against their baseline by the enemy's mounted troops.  This rule means that troops should, except foot facing mounted, be able to meet up about half-way, PIPs permitting.

[2] Recoiling a whole grid square just doesn't feel right when it disrupts the phalanx as much as this.  This is not helped by DBM ruling that pike will always pursue.  I think I need to amend this for future games.

[3] I ruled that elephants will flee a full move, plus 1 box, back towards their baseline attacking all units they pass through, unless they are destroyed.  The owning player rolls a D6 for each box of movement to determine the direction:
1 = it moves diagonally in a direction chosen by the opposing player.
2-5 = it moves straight ahead.
6 = it moves diagonally in a direction chosen by the owning player.

[4] Ikea Billy Oxberg bookcases with glass doors.

[5] Overlap cannot be provided by a unit in combat or in an enemy zone of control (ZOC).


DBM on Grids - Panion 200BC

The Battle of Panion, 200BC - The Set Up

I have always liked the DBx system, but always found the movement mechanics unbearably fiddly, and have already produced my own house-rules to run 15mm DBM games on a hex grid.  But for some time now I have been participating in an Ancient campaign at my local club using a fellow member's heavily modified version of DBA run on a gridded table.  As I have some gridded cloths that will accommodate 25mm troops, I thought it was about time I tried it out with my Hellenistic collection, when some friends come round for a few games next weekend.

I went for a refight of Panion, a Seleucid-Ptolemaic clash in the 5th Syrian War, mainly because it is split into two almost separate fights either side of a river (there are other interpretations available that see it differently).  With no scheduled games in the way I thought I'd set the game up now just to see how it fitted on the table.

And here it is.

View from behind the Ptolemaic Right Wing

Not a great photo, but I just can't get far enough away from the table as space is a bit tight in the cabin, a.k.a. HizHut, so now, a few closer-in shots.

View from the Ptolemaic Left

The Ptolemaic Left Wing ...

... and the opposing Seleucid Right Wing

View from the Ptolemaic Right

The Ptolemaic Right Wing ...

... and the opposing Seleucid Left Wing

Both sides' right wings have an advantage but the Seleucid army is larger overall, and on their right they've taken up an advanced position with their superior cavalry, including a large force of cataphracts. 

The Seleucid Advance Guard


I have still to work out how I will classify the river splitting the battlefield in two, such that it is very difficult, but not impossible, to cross.  And also, before the game, I need to review the new gridded play rules to make sure that are no problems hidden in there; especially with the one allowing combined phalanx-elephant units.

How it all works out as a game, will be revealed in a later post, here.

An Airborne WiP

The heat-waves (and, to be honest, the World Cup) has played havoc with my ongoing 20mm Airborne platoon project.  With the weather cooling (and the matches fewer) I've managed to get back to it, albeit with a bit of modelling rather than painting.  To build on this, and reinforce my mojo, I thought I'd post an update of where I am and how far I still have to go.

The completed figures, except for final varnishing and base texturing, are shown in the two photos below.

Support platoon + Brens, snipers, PIATs, 2" mortars & medic 

Gun teams, casualties & tank crew

Some of these, including about half of the crews for the 75mm pack howitzer and 6-pounder anti-tank gun were completed in my last post, but now the crews are complete a couple of shots showing how I crew my guns.

75mm pack howitzer, junior leader & 5 gun crew



6-pdr ATG, junior leader & 5 gun crew

This leaves the core platoon still to do.  I left them to do last, as this way I can't play games without them so I can't put off support items and extras for another day if I want a game.  

Three sections of the core platoon + a few extras

Each section has a junior leader with a Sten submachinegun, 3-man Bren team and 5-man rifle group (1 equipped with a Sten).  In the above one junior leader is missing as he was painted earlier by mistake and in his place is one of the support flamethrower team whose place he took in an earlier batch.  Also included are a couple of extra casualty figures cut down to size from a different manufacturer.

And finally, the most recent bit of progress, the crews for the Jeeps.

Jeeps and crew + Tatra T-57K Kubelwagen & airborne supply canisters

The Jeep crews are by AB figures and sit in the SHQ Airborne Jeeps really nicely.  To make them removeable, yet secure, they have had magnets added to both the figures and their positions in the Jeeps.

A nonchalant Jeep passenger ...

... and the magnets holding him securely in place

The last photo also shows some greenstuff, tidying up the holes where the magnets were inserted and providing a footing for those Jeep crew whose feet didn't touch the floor.  

So, now I just have to paint up this lot and I'm there, well except for the Horsa glider kit still in its box - does it ever end?