A couple of nights ago, I spent a pleasant 90-120 minutes giving the D3 amended version of OHW Rules by Peter of Grid Based fame a go (see here https://gridbasedwargaming.blogspot.com/p/d3-ancient-rules.html)
I have pages of notes again - that I probably won't regurgitate in detail - and about 25 pics of the 10 game turns:
Initial dispositions (this is again scenario 1 from the OHW scenarios) with two of my newly made hills in use for the first time (see end of previous post!)
The Romans consisted of 2 x Veteran Heavy Infantry (VHI) 1 x Heavy Infantry (HI or AUX) and 2 x archers - I made the VHI count as 2 for army resolve but did not double the number of units - so the Roman Army resolve was 7
The Britons had a larger force - 2 each of chariots, Light Cavalry, Light Infantry Skirmishers and Warband Heavy Infantry - their army resolve was 8
Turns one and two consisted of each side advancing, the Britons as fast as they could, the Romans in a more circumspect way.
Turn 3 and the LI fired on the Aux and got 2 hits - the morale test was passed (Peter has added the morale test in, as well as the army resolve)
The Roman archers fired at the LI and got two hits - the Britons unfortunately rolled a 1 for morale, the only role that is a failure with two hits, and they had to retire.
The VHI advanced into contact with the chariots, to gain the advantage of first hits (in melee, only the "active" player scores hits, which encourages aggressive tactics) two hits were scored, with the chariots passing their test
In turn 4, the melees continued - the chariots got two hits on the VHI who passed their test, the Roman archers got 2 hits on the other chariot unit, who also passed their test, then the VHI managed to get 3 more hits on the first chariot unit, who were now on 5 (of a total allowable of 9) hits - and they passed their test again!
In turn 5, the British left wing charged the Roman line. The chariots got 3 hits on the "red" archers - who passed their test. The cavalry got only 1 hit on the "green" archers - but they rolled a 1 and failed, falling back onto the hill. Thats a point off the army resolve for a failed morale test!
In the Roman turn, the VHI put the first unit of British chariots up to 8 hits - but they still passed their test - staunch fellows! On the other flank, however, the "red" archers got 3 hits on the chariots, and they were forced to pull back, costing them an army resolve point.
In turn 6, the British cavalry pursued the "green" archers onto the hill, getting another two hits and forcing them back again!
The British infantry all advanced and the chariots put two hits on the VHI, who passed their morale test, then the VHI put 3 hits on the chariots, and they were gone - minus two army morale points to the Brits. The Aux infantry advanced into the skirmishers and the archers fired and got 3 hits on the cavalry, who passed their morale check
Turn 7 - the second, fresh British cavalry unit charged the VHI who had just defeated the chariots, inflicting a single hit, which the veterans shrugged off (passed their test). The cavalry on the hill finished off the "green" archers - minus another 2 points to the Roman army morale - the skirmishers put 2 hits on the Aux infantry and the chariots 1 on the "red" archers - both Roman units passed their test.
In return, the VHI achieved 2 hits on the cavalry, the auxiliaries 3 on the skirmishers and the archers 1 on the chariots, with all the British units passing morale checks.
Turn 8 - the British skirmishers fell back from the auxiliaries, passing through the supporting infantry warband, which them attacked the auxiliaries. The other skirmishers attacked the "red" archers in the flank and the first cavalry on the hill turned to face the flank of the VHI. In combat, the second cavalry unit got no hits on the VHI, the warband got 2 on the auxiliaries and the combined skirmishers and chariots put 4 hits on the archers - despite which, all the Roman units stood firm. In the Roman turn, the archers pulled back from the combat to join the as yet uncommitted second VHI unit, the VHI put 3 hits on the cavalry skirmishing them and the auxiliaries put 1 on the warband - who failed their check and were forced back, costing the Britons another resolve point!
Turn 9 - things came to a head. The chariots charged the archers and got 3 hits on them, taking their total past 9, and the unit was gone - the Roman army resolve was at 1! The cavalry again failed to get any hits on the VHI. The cavalry on the hill turned to face the rear of the auxiliary infantry.
In the Roman turn, the VHI got 4 hits on the cavalry in melee, eliminating them, and the British army morale now also dropped to 1 - then the other VHI unit, in their first combat of the game, put 3 hits on the chariots, and also eliminated that unit from the game, meaning the British army morale was at 0.
The "Butchers Bill" at the official end of the game - Britons to the left, Romans to the right.
I decided to play on for a bit, as in reality, the Roman force was in a pretty dicey situation, split in two with the Britons in quite reasonable shape.
Turn 10 - the cavalry on the hill charged the auxiliary infantry, getting 3 hits and eliminating them from the game and reducing the army resolve to 0 as well! The Romans now have two Veteran Heavy Infantry units, one on each flank, with a British force between them!
Turn 11 - the final turn - the Britons mainly realign their forces, but a fresh warband does attack the right flank VHI unit, getting a single hit - yet, despite being the freshest unit on the field, the veterans roll a 1 and fail the morale test - I felt this was a very clear message from the dice Gods that the game should end!
The final situation on the Roman left flank - the VHI carrying 5 hits faced cavalry, skirmishers and a relatively fresh infantry warband
And on the Roman right, the VHI had only a single hit, but also faced a fresh warband, backed up by some skirmishers.
Well, I enjoyed the game, and I think the enhancements added to the rules by Peter - morale tests and army resolve in particular, improved the feel of things, as did the ability to disengage from combat, rather than being forced to carry on to the bitter end.
It was again quite an attritional slog but in reality, that's probably a realistic recreation of warfare in this era - what do readers think?
Thanks for visiting and please do let me know your thoughts on the game and rules used - I might even give a different scenario a run through over the weekend - if the mood takes me!
It looks right. Not my period, but your work on the figures is really paying off.
ReplyDeleteThanks Joe!
DeleteNice to see you getting in another game Keith:). Rules are a very personal thing, so if they work for you, then that's all that matters. I think that actions of this period would be pretty much a shieldwall slugfest, but with both sides needing to withdraw, catch breath and then possibly re-engage. Just try swinging a hammer onto something for a few minutes and see how pooped you and your arm are!
ReplyDeleteThanks Steve...rules preferences are definitely a matter of personal taste....I, for example, don't like much about the Warlord stable of rules, whereas, they seem to be pretty popular with many others!
DeleteI thought the original OHW idea that melee, once started, just had to carry on till one side was wiped out, was just a contrived way of trying to get a decision within the 60 minutes, so I prefer Peter's amendments!