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 2 of 3

A Mini Helm's Deep?

This game was designed to fill an afternoon / early evening and leave time to set up the table for large Napoleonic game on the following day.

Scenario

Rather than one of the scenarios from the rule book I opted to put a unit of Rohan Levy (heavy foot) in a fortified position on a hill between two woods (both occupied by a scout unit).


Against them, Isengard would send forth an army, composed of: 3x units of Uruk Hai (heavy foot), 1x unit of Dunlendings (bellicose foot); 4x units of Orcs/Goblins (light foot); 1x unit of Warg-riders (light riders); and, 1x unit of Wargs (lesser warbeasts).

This army, split into two commands, that poured forth through the gap between the mountains and the forest, was so vast it could not all pass at once (hence only six units on the edge of the table in the photo below).


The other units would have to come on by activating to enter the table when the first wave have moved forward and made room for them.  

You will no doubt have spotted that this game is being played on hexagonal tiles[1] which are used for movement.  This increases move distance and ranges as those can only be differentiated in increments of 4".  This also means that unit separation means units cannot end their move in a hex adjacent to a friendly unit[2], although we do allow them to pass through such a hex if they have enough movement to get clear the other side.

Also, in this game many of the units were 'over-strength' having more than their usual compliment of figures, but no more strength points.  The first losses are always these 'surplus' figures and thus a unit's courage test is unaffected until they have lost all the 'surplus' figures and start losing those related to their strength points.

The Rohan foot and scouts, facing this tidal wave of evil were, unfortunately for them (and me, their commander), not over-strength.


And so the onslaught was unleashed.


The five 'evil' units nearest the camera, are all part of Steve's command, Martin, commanding the three furthest units had brought along his bad luck rolling PIP dice in the last game to infect his activation dice, and only managed to get one unit to move.

As might've been glimpsed in the above, the Rohan Scouts on their left flank, seeing the Warg pack dashing off on a right flanker moved into the 'hillfort' to help hold the levy hold on.


And as the pack closed in, the Scouts unleashed a volley of arrows, all of which missed!


But elsewhere, things were not going so well for the force of Isengard, as Martin failed to activate anything, his command staying largely stuck on the start line.


This wasn't all good for me, as Keith, commanding the relieving force of mounted Rohirrim, was not allowed to activate to enter the table until every Isengard unit had been activated (they had to try and activate units if possible).  Consequently, my small force was still on its own, and unsupported, as they received the first attack from the forces of evil - the Warg pack.


Despite being uphill and behind defences, my Scouts, who aren't really up for mixing it hand-to-hand lost the fight two-nil.  Their courage isn't great either so it was with some trepidation I rolled the dice[3] - I needn't have worried.


The Wargs regrouped, and after losing a pack member to the Scouts archery, came back for another bite of man-flesh.


This time the Scouts managed a one-all draw, but then both sides failed their courage tests and retreated 'Battered' (denoted by a yellow token, or tiddlywink).


While the Wargs were now out of the way for a turn or two, the Uruks, and the faster Orcs, were getting pretty close and levy were unsupported.  On top of all this, Martin had still failed to activate some of his units and thus the Rohan cavalry was going to be hard pressed to arrive before it was too late.

The Scouts then showed that failing courage tests was more their 'thing' as they failed to rally, lost another figure, and retreated again, just short of the table edge.  The Levy, determined to prove themselves more stalwart than their erstwhile companions loosed a salvo of arrows at the nearest Orc unit, killing two.


In the background of the above, the other Scout unit can be seen to have moved over to wood to the right, of the picture, to block (slow?) any attempt to turn that flank.

The Orcs then charged in, but were rebuffed by the Levy, but another Orc unit had now reached an undefended part of the fort's defences.


It looked like the end for the Rohan Levy, but then as the garrison was staring death in the face ...

Great horns of the north wildly blowing.  Rohan had come at last!


The arrival of the Éoreds (1x elite riders & 2x heavy riders) was triggered by the last of the Isengard units being activated for the first time.  Keith, in command of the mounted Rohirrim, had no problems activating all three of his units so although rather late, they had all arrived together.

But would they be in time?  It started well as the ravening hordes paused their mad career to indulge in missile fire against the Rohan Levy.  But their courage held (they rolled ten), no doubt boosted by the arrival of the cavalry.


The shower of missiles was followed up by a mass of Orcs swarming over the unmanned defences to take the Levy in the rear.


 Unable to resist the levy retreated across the defences ...

Out of the Frying-pan and into the Fire!


As if the plight of the Levy wasn't bad enough, the Warg pack, rallied after its earlier retreat had sniffed out the last Scout unit in the woods.


The Éoreds, galloping to the rescue were now on the brink of intervening.


But sadly, they were just too late, as first the Levy were overrun and broken ...


... and then the last Scout unit fled the field having been savaged by the Wargs.


The only bright spot in all this misery being the Wargs' courage also failing as a result of their loss fighting the Scouts, and they retreated back into the woods.


Their rescue efforts having come to naught, all the Rohirrim could do was to wreak a terrible revenge.  And as revenge goes, theirs was pretty terrible. The first Riddermark Éored slammed into a unit of Uruks, who promptly scored 11 hits out of their 12 combat dice killing three riders, while only losing one Uruk in return.  But while the riders' courage was undaunted the Uruks fled, battered.


The fleeing Uruks were then charged by Theodred and his Royal Éored ...


... and finally thumped by the second Riddermark Éored.


Despite this, the Uruks remained unbroken, albeit bloodied.  But if they thought that they might weather the storm they were soon dismayed by cries of ...

The Eagles are Coming!


Giant Eagles (greater warbeasts) actually, coming down from the mountains[4].

I will draw the story to a close at this point as it becomes a tale of repeated charges by the Rohirrim ...


... and their allies, the Giant Eagles, and the later arriving Eagles (lesser warbeasts) ...


... followed by a couple of Trolls emerging from the mountains.


In essence, it dragged on into a fight to the last man or dog / Warg - the last member of the pack finally slinking off table, albeit with belly full of man-flesh.

 
There were some interesting bits like the Orcs seeking safety in the hillfort ...


... but really my scenario design had failed in not providing a better end-game and victory conditions.  A shame really, as it was great fun up to the point where Rohan's cavalry started to vent their anger on the enemy to cover up for their failure to arrive in time.

I must do better next time.

Then it was time to clear away and set up the final game for the following day, and that game can be found here.


Notes:

[1] Hexon terrain, by Kallistra, as are the hills and mountains.

[2] Having a whole hex separation between units means units don't have to fit entirely within a hex, if they spillover a bit, it doesn't matter so long as it's clear which hex the unit is in.  This should show up in some of the photos where figures can be seen spilling over outside their hex, but are still well separated from nearby units.

[3] I rolled the Black Dice, being used by the servants of Saruman, by mistake, but rebuffed all calls for a re-roll with the White Dice.

[4] Other non-Rohan reinforcements could be called for a turn after all the Rohan cavalry had activated, but fully absorbed by the demise of my Rohan foot I had missed the first opportunity to do so.


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).


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.