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

Old 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 or left half of the Seleucid and Ptolemaic armies.  I went second and snapped up the powerful 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 elsewhere.

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 the edge in troops on that side of the field.

In their first turn, the Ptolemaic left (Keith) decided that boldness was the best 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 suffering from a lack of PIPs, which was going to become one of the enduring themes of this game.

The next turn saw my wing advance 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 turn 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 to overlaps, reducing their occurrence[5], made pikes combat almost impossible to break without 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 enjoyable and quick, 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 here.



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 see the side that goes second 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).


3 comments:

  1. Great stuff! I developed a square based version of Horse Foot and Guns and hit some similar issues. For short recoils, I moved the element to the rear of the square, but not a full square. Enough to disrupt the line (but not a full squaress worth). I can't recall what I did about overlaps.

    ReplyDelete
    Replies
    1. That would do it, if under DBM pikes didn't pursue. The way I play it, is that the unit has to try and move into the opponent's box to fight the occupants. So, units that are just adjacent don't fight until one of them tries to move into the opponent's box - they have to have the movement to do so.
      I might come up with a rule along the lines of only recoiling if you don't have friends on either flank with you in the combat.

      Delete
    2. Ah OK, I see the problem. Contact for melee was less of an issue in HFG as combat is generally either ranged or fairly decisive Bayonet charges once you go beyond the eighteenth century.

      Delete