Thursday, 17 December 2009

Persian Civil War: Clash in Syria

On Tuesday we played a campaign battle postponed from the previous week. The Persian Royal Army tried to crush the pretender Cyrus the Youngest so as to discourage any further discontent in the face of continued Macedonian aggression.

The battlefield was mostly open, with some rough ground on both flanks. The defending secessionists, in blue, set up with their main offensive punch on the left. Two units of Armenian armoured heavy cavalry were tasked with breaking any enemy cavalry and turning the right flank of the Royalists' central battle line. I played the rebels in this part of the field; Paul played the right wing. We split the centre between us.

William set up the Royalists. His plan (I think) was to pin the rebel centre left with his own heavy infantry and punch through the centre right with his own Royal Cavalry and armoured heavy cavalry. William played the loyalists' right; Simon was in the centre; and George played on their left.

From the start, it was reasonably obvious that whichever heavy cavalry punch worked more quickly would win the battle. It was very close, but eventually the rebellion prevailed. They easily turned the right flank of the enemy centre after seeing off their light horse, but it did take a while for the Royal Guard Infantry to go down, opening up the flank of the hoplites to a full roll-up attack. There was the usual heavy infantry scrum in the centre. The loyal Guard Cavalry fared very badly to their centre left, being destroyed by a unit of rebel Persian medium horse who got lucky. The Royal army needed the Guard and Armoured Cavalry to break through together so as to commence their roll-up manoeuvre, and this lack of success cost them time and the game. Things on the other flank bogged down as both sides held their respective patches of rough ground, but the battle was decided elsewhere anyway.

Even though Alexander of Macedon has gone down in history as Alexander the Ordinary, the Persian Empire looks as though it is starting to disintegrate of its own accord anyway. In the meantime, the growing power of Rome has turned its eyes to Magna Graecia after subjugating central Italy. The next game sees the legions march against the Greek colony city-states.

Sunday, 6 December 2009

Both Legions together

The two Roman legions side by side. This isn't how they will set up for the Zama game, but I hope it gives a good indication of how they look. The fourth and final photo is of the "join" between the Principes of the two legions; I hope it shows the two different shield designs reasonably well.

Legio II Command

This group is slightly different from the command stand for the First Legion. The shield design is quite long in the vertical, so I didn't use an aspis shield for one of the generals. I don't think I could have managed to make it look good, so I just used a scutum instead.

Triarii of the Second Legion

I've posed these guys slightly differently from those in the first legion. First time around, I placed the figures to present the shields in as close a line as I could get. The different poses made it quite difficult, though, so this time I've arranged them so that the spears project forward in a uniform manner.

Tuesday, 1 December 2009

On the Painting Tray for December

Last month: more progress on the Romans for Zama. I painted 24 Principes, 24 Triarii; and 4 command figures. That finishes the two Roman legions; pictures will follow, probably if I get some time this weekend coming. In December, I want to start the first of the socii legions. The plan is to do these guys with white tunics and shields, which will in fact make them easier to paint. Little Big Men transfers require white backgrounds, which means quite a bit of re-touching for shields that will end up some other colour, such as red for the Romans. I found it easier to complete the shields before gluing them on and then painting the figures, but I won't have to do it in such a time-consuming way for the socii. This should give me a little extra time, so I'm aiming for 24 Hastati, 24 Principes, and 12 Velites. I must admit that I'm looking forward to doing these guys; all that red gets a bit wearing after a while, and the change will be nice.

Friday, 27 November 2009

Empire Turn 2: 340-330 BCE. A Summary

We have now played the entire second turn of Empire to a conclusion. The sequence of events has been as follows:

1: Alexander of Macedon succeeds to his father's throne and attacks Illyria. He loses, being badly wounded for the second time. We rule that he loses one of his Great Captain moves while recovering, and another power gets to go.
2: The Tyrant of Syracuse destroys a Carthaginian expeditionary force. Anybody got any ideas for an appropriate name for the victor?
3: Persia attacks Egypt for the second time, and is again repulsed in a bloody draw.
4: Rome unites all of central Italy under its control.
5: The Macedonians turn eastwards after the disappointments under Philip in Greece and Illyria under Alexander. They occupy Thrace after some initial resistance.
6: Alexander crosses the Hellespont. After a very close run battle, the Persians are forced to cede control.
7: Alexander tries to extend his sway over Syria and the Levant, but is defeated and badly wounded, yet again. We rule that Alexander will still count as a Great Captain for the purposes of the boardgame, but loses his battlefield ability due to ongoing physical incapacity.

We then rolled for possible rebellion at the beginning of Turn 3, and Syria has revolted from Persian control after beating the Macedonians. The first power to go this turn is Persia, and they have attacked Syria themselves in an attempt to win it back. We will play this game in a couple of weeks' time.

We have rationalised the most recent events as follows: Alexander has been thrown back in disarray by the Persian commander tasked with halting his advance after the loss of Asia Minor, a distant cousin of the Great King. After his battlefield success, this cousin has had enough of being forced to do the Great King's dirty work while he just sits safe in Persepolis, so he has revolted and declared himself to be the true King of Kings. Maybe defeating and wounding Alexander has gone to his head. In any case, we need a name for this guy too: Cyrus the Youngest, maybe? All of which means that the next game will be a Persian civil war. We will tweak the lists somewhat so that there are fewer colonist cavalry in the two armies. The Great King's general should be able to buy more in the way of the better troop types, and the pretender will have access to more Greek mercenaries because of his geographical position.

Alexander at the Cilician Gates

After securing Asia Minor, Alexander had two possible routes to further conquest. He could either skirt the southern coastline of the Black Sea, or head south-east into the Levant. He chose the second option, since a victory here would block any further Persian attempts to wrest control of the rich pickings of Egypt, and lay those open to his own forces.

His army (in red, above) came across the Persians in as strong a position as they could find, in a last-ditch attempt to stop him breaking out from Asia Minor. They had found a reasonably large central low rise with a steep hill to either flank. Alexander's army deployed with a right wing of most of the light infantry (Ian). Next came the Hypaspists, the central phalanxes and a small number of skirmish archers (Simon). The column of Companions, led by Alexander in person, was located in position behind the Hypaspists so as to look for the moment of breakthrough. Their left flank comprised the light horse and the Thessalians, with some light infantry support (Mark).

The Persians set up in a shallow crescent formation, both flanks anchored on the steep hills. The left flank (William) had some skirmish archers on the steep hill, with two large columns of light infantry in hiding behind the hill. The link with the centre was provided by two large units of Persian cavalry of average quality. The right flank (me) more or less mirrored the left, but with the elite and heavy cavalry. The centre deployed in two lines. Skythian horse archers and Persian light horse were to the front, and the rest of the army was behind (a mixture of hoplites, colonist militia cavalry, and more light horse). The mainstay was a unit of hoplites holding the central rise. William and I shared command of the centre.

The Persian plan was simple: skirmish with the front line in the centre as long as possible, delaying and disrupting the inevitable advance of the phalanxes, while at the same time keeping the second line out of the action for as long as possible. One or both wings were to try to stretch the Macedonian flanks and sandpaper them away. The idea was a molasses strategy: chuck loads of of inferior troops and firepower across the front and degrade as much of the enemy as possible, hoping that by the time the crisis came in the centre our superior numbers and firepower would give us the edge.

And it worked. The Macedonians were slowly ground down by good missile fire and individual opportunity attacks on the wings, and the phalanxes were incrementally damaged by shooting from the skirmishing light horse in the centre. On they came, taking more and more grief until the phalanxes finally came into contact with the Persian second line, and with the units protecting the flanks of the phalanx falling one by one to a combination of firepower and melee. Persian dice were quite good across the field for the entire Macedonian advance, and the Macedonians just did not perform quite so well as they should have in the various combats. This meant that each time a unit of, say, Thessalians, defeated some enemy, it took them longer than it should have, thus giving the Persians more time to inflict more damage. The sheer number of units the Persians had available enabled them to make wave attacks, each one grinding down the opposition that bit more.

Eventually, the Companions were the only troops left on the Macedonian right, surrounded by huge numbers of missile troops. In the centre, the Persian second line cracked but held its morale. And on the left, the Macedonian light cavalry were destroyed and the Thessalians badly battered. The Persians lost large numbers of troops, but then they could afford to do so.

And suddenly the Macedonians collapsed under the pressure. Alexander and the Companions fell to a hail of javelins and arrows before they could intervene in the centre. The Hypaspists were held up in a grinding fight against some mercenary hoplites (the same happened to the leftmost phalanx on the other side of the field). One of the central phalanxes was routed by a combination of shooting degradation, darting light cavalry attacks and the hoplites on the hill, disordering another on morale. And the entire Macedonian left flank disintegrated under the pressure there.

All of which left us with a problem. Alexander has now "died" three times on the battlefield, and yet at the same time the boardgame needs his Great Captain status. We came up with a compromise: Alexander miraculously survived a near-death experience (again!), but has lost his physical energy. So he will count for campaign purposes as being able to plan as a Great Captain, but he loses its battlefield effects. In other words, his personal magnetism keeps the Macedonians going, but he will be relying on his field generals to make the conquests for him. We felt the need to make some sort of compromise between the strategic boardgame and events on the battlefield.

This brings us to the end of Turn 2; I'll make a separate shorter post summarising the Turn and setting out where we go from here. Which has turned out to be quite interesting...

Wednesday, 11 November 2009

Alexander in Asia Minor

Yesterday we played Alexander's incursion into Persian-controlled Asia Minor. He wanted to gain a foothold for his planned conquest of the entire Persian Empire and encountered his first serious opposition in a mostly flat plain with some minor rolling hills.

I put together the opposing Persian list and worked out a deployment for them. I reckoned that the Macedonians would lead from their right, with phalanxes en echelon and some left flank guard troops, so I composed a very risky strategy to try to cut them off at the head. All of my best troops were deployed to my left: Armoured and Guard Cavalry; some Guard Infantry; Hoplites; and a screen of skirmish archers. Hidden behind the central hill were some Persian horse and to their right were vast numbers of crud cavalry: colonists and light horse with javelins. On our extreme right was a column of Skythian horse archers ready to skirt the only steep hill on the field, behind which were hidden two units of light infantry. The plan was for the Guard Infantry to move forward and wheel into position to the immediate left of the hoplites, while the left wing cavalry advanced on the extreme left. If it worked, and if the Macedonians deployed as I expected, my best troops would be in position to give Alexander a bad time. The centre was to hold as long as possible, and the right was to start skirmishing with the left of the Macedonian battle line.

The invaders did as I expected, but with an even heavier right wing and almost no left flank guard troops (just a couple of light infantry units). The outcome would rest on events on the Persian left.

This is a close-up of the decision point. I'll describe this in detail, since it's the part of the battle I was most involved in, and because this is where my gamble would be decided. Billy was my opposite number. The Macedonians were deployed as follows:

Pro: 12 Prodromoi in 2 ranks
HC1 and 2: 12 Elite Thessalian Heavy Cavalry in 2 ranks
Com: 18 Companions in 3 ranks, led by Alexander in person.
LC: 12 Thracian Light Cavalry in 3 ranks
P1: 32 Phalangites in 4 ranks
LI1: 18 Light Infantry in 3 ranks
LI3 and 4: 12 Light Infantry in 2 ranks.
The Persians had:
AC1 and 2: 12 Armoured Heavy Cavalry in 2 ranks
GC: 12 Elite Heavy Cavalry in 2 ranks
GI: 24 Elite Heavy Infantry in 3 ranks
H1 and 2: 36 Hoplite Heavy Infantry in 3 ranks
SI1 and 2: 9 Skirmish Archers in a single rank.
The Great Captain rule was in force for Alexander, meaning that any unit within 8" of him would be automatically raised one morale level, so the Companions and the Thessalians were all Legendary troops so long as he lived. Also, since they were being led in person by him, the Companions had a special column attack in which they would fight with all of the figures in their front two ranks, plus two for the general - normally, the number of dice rolled in combat is equal to the number of figures in the front rank. This made the Companions especially deadly, with fourteen dice on a six-figure frontage. It also risked Alexander, because there is always a chance that a general involved in combat could be taken out of action, even with his unit winning.
The first turn saw the expected general advance by the invaders. You can just see the first of their phalanx units hanging back a little en echelon (P1). The Persians moved their mercenary hoplites to defend the edge of the low rise, while swinging the Persian Guard Infantry from their concealed position behind the hill towards the left of the hoplites. The intention here was to place a unit of decent heavy infantry outwith the central deployment zone, effectively reinforcing the heavy cavalry contingent on the Persian extreme left. As it turned out, this placed the Guard Infantry directly in the path of the oncoming Companions.
The inevitable clash arrived, with the Persian skirmishers being dispersed after inflicting a few hits. The Persians took the opportunity to attack the Thracian light horse with the second unit of hoplites, but the left hoplites failed to charge the units in front of them (non-pike infantry facing heavy cavalry have to be within 2" and pass a morale test to attack; if they fail, they can go in automatically the next trun).
The Macedonians had a local advantage against the innermost heavy cavalry unit, AC2, which was fighting against both the Companions and the first unit of Thessalians. This is important, because a unit facing two splits its dice evenly between them. Local superiority of force is therefore rewarded. Similarly, the Persians had a local advantage against the Prodromoi and the Companions, although the latter didn't seem to be too bothered. The fighting was fierce and the initial Persian assault destroyed both the Prodromoi and the Thracians.
After the success against the Prodromoi, the leftmost Persian cavalry continued into the large unit of light infantry securing the Macedonian right flank. The Persian Guard Heavy Cavalry surged forwards into the Thessalians in front of them. Similarly, the second unit of hoplites came off the hill after destroying the Thracians and attacked the phalanx to their front. The other hoplites were now able to engage the second unit of Thessalians and their attendant Light Infantry. Fighting in the crucial sector was now almost universal, the only uncommitted unit being Macedonian LI4, positioned so as to replace LI3 should it be destroyed.
Elsewhere, to the right of this sector, the Macedonian phalanxes advanced ponderously towards the Persian centre, while the Persians started shooting up the leftmost Macedonian Light Infantry. Ian was running this part of the field for the Persians with some rules help from Simon, facing William. Billy was feeling the pressure, and Simon had a quick look at our flank, hoping that we could take out Alexander. My initial thoughts were correct; this was going to be close, either way.
The inner unit of Persian Heavy Cavalry finally broke, but this was where the positioning of the units with elite morale came into its own. When a heavy unit breaks, it causes anyone within 4" to take a morale test or become disordered, which is bad news, especially when engaged. The only exception is when a unit within 4" is well forward of the destroyed troops. In this case, both units of Persian Guards, infantry and cavalry, had to test. Both were rated as Elite morale, so pass on a roll of 6 or higher on 2D6. Both held.
In the meantime, Persian unit H2 was inflicting grief on the phalangites (P1). Persian H1, the other hoplites, were not doing too well against their opponents. Having said that, HC1 Thessalians were in real trouble, even though the closeness of Alexander meant that they would fight to the last man.
The other unit of Persian heavies now broke, the weight of the large Light Infantry block being too much for them after the combat with the Prodromoi. The Persian Guard Cavalry passed morale again and attacked the Light Infantry. The latter were directly to the front of the Persians, and if a unit is within 8" to one's front, one cannot maoeuvre - it's all or nothing, so in they went.
At the same time, Thessalians HC1 were destroyed, but this had no effect on the imperturbable Companions and the two units of Light Infantry LI1 and LI3, which were effectively operating as Elite morale because of Alexander.
The great man himself was now sweating as his Companions ground down the Persian Guard Infantry, but took copious amounts of damage themselves. Fortunately for the invaders, he kept making his saves in melee.
The Persian Guard cavalry finally broke through the Light Infantry facing them, but failed their control test (even though they were elites) and hared off in pursuit, effectively removing them from the game.
The Persian Guard Infantry also broke, and the Hoplites to their right failed their morale test, becoming disordered in combat. One Companion survived out of the eighteen figures that had started the battle. Alexander elected to stay put, so as to help out with the morale of his battered units.
There ensued a tense couple of turns as the left mercenary hoplites tried to hold out while disordered, and the Macedonian phalanx in this part of the field continued to take a pounding from the other hoplites.
Eventually, however, the left hoplites collapsed and the Thessalians broke through onto the hill. They turned around, which automatically disordered them. They were hoping to re-order in time to take the other hoplites in the back before the phalanx broke. Their battered Light Infantry turned around to get in the way of the Persian Guard Cavalry in case it managed to come back into the battle zone.
Elsewhere, the central phalanxes were catching up to the Persian cavalry in the middle, but the Macedonian Light Infantry were wiped out by superior numbers of Persians on the extreme far flank. The battle could still go either way; the Macedonians could not afford to commit what was left of the Companions, even against the flank of a unit, in case a single hit finished them off. The game was really hanging in the balance.
The phalanx just held with two hits left and the Thessalians hit the hoplites in the rear. At the same time, the central phalanxes started to crunch their way through the Persians in the centre, and it was all over.
Another very close campaign fight that could have gone either way. I found it a strangely stress-free game, despite the closeness, probably because I knew all along that what I was doing was risky from the outset. It was always going to be a fifty-fifty chance of success, and it came incredibly close, with only the one Companion left alive.
This is the first time I've done a more or less turn-by-turn description using Battle Chronicler. It's a shame that I couldn't use photos, but the lighting is so poor at the club that there isn't any point. I hope the diagrams help to illustrate the events, though.
Next week is the club's AGM, so no games then.

Wednesday, 4 November 2009

Principes of Legio II

The good thing about these shots as opposed to the more "posed" ones with terrain is that here I've done a better job of showing the basing. In fact, you can probably still see some rogue bits of flocking on the figures here and there. I really like these shield designs; when this legion is done, it'll be interesting to see how the two sets of Romans look deployed side by side.

Hastati of Legio II

I've ended up taking these photos indoors, mainly because the outside light is so poor here now that it's not worth bothering. I've re-balanced the colours to compensate.

Sunday, 1 November 2009

On the painting tray for November

In October, I painted 24 Hastati and 24 Principes for Zama; photos to follow later this week. I also revamped 8 Tarantine light horse; 12 Seleucid Agema types; and 15 Greek casualty figures. In November, I'm committing to 24 Principes; 24 Triarii; and four legionary command figures. That will complete the second Roman legion for Zama.

Wednesday, 28 October 2009

Thrace succumbs

Yesterday evening, Alexander finally conquered something, and he wasn't even wounded in the process. The Thracians set up in a long interspersed line, while the Macedonians (in red above) set up with a powerful right cavalry wing and phalanxes en echelon. They faced an area of rough ground in the centre of the Thracian line with a large block of light infantry.

The Macedonian elite horse carved their way through the Thracian left flank with relative ease as the phalanxes trundled forwards. The central Macedonian light infantry had a bad day as the Thracians attacked in the centre, and the leftmost phalanx suffered severely. In the end, though, the result was a relatively straightforward Macedonian victory, as it should have been in Illyria.

When I was putting together the armies for the diagram, Battle Chronicler calculated that the Macedonian army was over 250 points too strong. William had put the list together, but when the figures arrived there was some re-design by committee; the result was that they had the equivalent of one phalanx too many. That would have made the game a bit less easy for the Macedonians, especially on their extreme left. As it was, there wasn't a great deal the Thracians could do, barring extreme luck.

We might need to compensate by penalising the Macedonians somewhat in campaign terms, maybe by reducing their army by 125 points for each of the next two battles, or by making them forego one campaign move. In any event, we're taking a break next week, because a large Sharpe Practice campaign is beginning at the club. Our own next battle is Alexander's first move into Asia Minor, and we will need a few players for the large Persian army he is sure to encounter. But that will be in two week's time...

Thursday, 22 October 2009

Finally, a victory

On Tuesday, the Romans tried for the second time to unite central Italia under their control. They set up (red at top) slightly offset from the centre, with a unit of Italians anchoring their right flank on some rough ground. The legions were in the middle with the other Italians to their left. The open left flank was occupied by the cavalry. The Romans set up their velites in the rough on their right and to the left to cover their cavalry; they knew that their opponents would have stronger cavalry, and were hoping that they would take damage from the skirmishers. They also risked not covering the legions, since they are extremely good anyway.

The Italians set up with light infantry, light cavalry and slingers on their left opposite the rough ground. Their long centre was composed of an interspersed line of hoplite equivalents and blocks of lesser armed infantry. And on their right was the rest of the cavalry plus a small number of javelinmen.

The game was immensely enjoyable and very close. The Romans had a possible overlap on the left of the Italian battleline, but the latter were able to contain this with their swarm of light troops. The centre came down to the expected grind. And on the Italian right, their cavalry repeated the exploit of the previous encounter, sweeping all before them and then chasing off in futile pursuit. The overlap of Italians on the Roman left almost won the game for the Italians, as the leftmost legion came under very severe pressure. Luckily for them, though, the leftward deployment of the velites finished off the opposing damaged cavalry units. The legions won the day, as the triarii of the left legion held out and the heavy infantry in the centre crunched their way through the opposition.

The Romans lost more men than the Italians, but the Republican legion structure dictates that no legionaries count towards army break point until the whole legion is destroyed, giving them enough of an edge in a heavy infantry fight to win the day, which is what happened here. It could so easily have gone against the Romans, as it did the last time, but the triple line gives them tremendous staying power as it attrits the enemy.

So we finally have a victory by one of the empires. Next week, Alexander goes on the rampage against Thrace, seeking a jumping-off point for his long awaited attack on the Persian Empire. He hasn't had any success elsewhere, and the way the boardgame works made us realise that the Macedonians need to gain victory points at the expense of the Persians.

Wednesday, 14 October 2009

Another bloody draw

Yesterday we had a bit of a discussion about the continuing inability of the great powers to defeat anybody else at all, bearing in mind various possibilities mooted over the last couple of weeks or so. The consensus was to leave things as they are - if the so-called conquerors can't conquer anything, then maybe our (alternative) world is a more interesting place. We then played the game of the evening, the second attempt by the Great King of Persia to assimilate Aegyptus into his dominions, and again we had a drawn battle. This time massed cavalry on the Persian left wing crushed all before them, while the Egyptian left wing light infantry waded through everything in front of them in some pretty rough terrain. We ran out of time before we could race to see who would swing into the centre and get the result, so we called a draw. Everyone is still happy with the way the campaign is going, especially because the games themselves are usually very interesting. However, the Persian general on the night (Gordon) was heard to wonder about huge armies being unwieldy in the time we have. So we might try this particular match-up with 1500 point armies if it occurs again. Given the mutual mediocrity of the two forces, they'll still provide a decent size of game, just because of the numbers of troops they can have for that points total. Next week: the Romans try again to unite central Italy under their control. After that, it's time to see if Alexander of Macedon can live up to his promise, as opposed to getting badly wounded every time he appears.

Wednesday, 7 October 2009

Syracuse holds out

I couldn't make it to the club yesterday, but Gordon won as Syracuse against William and Simon as Carthage. Mark said at one point a week or so ago that if the great powers continue to be unable to conquer anything, we might need to tweak the game. So far we have ruled that a draw counts as a victory for the defence, in that it forces the attacker to retire. Perhaps we should amend this so that if a great power manages a second draw against a province (not another great power), then a deal is struck and the province is assimilated voluntarily. Which doesn't preclude a later rebellion, of course. I mentioned this idea to Gordon and he wasn't convinced, but I think I'll moot it more generally before next week's game: Persia tries again to conquer Aegyptus.

Thursday, 1 October 2009

Tarentine Light Cavalry

Twenty years ago I painted a Pontic army for a friend of mine for Tactica, and then bought them all back from him a few years later. These Tarentines (Essex figs) were part of the army. In between Romans I've been slowly revamping my classical period figures for use in our ongoing Empire campaign. I gave them a touch-up, added some shield transfers, then varnished and rebased them. I still have a soft spot for Essex figures, and I used their Seleucid figures for the Pontics. After adding to them subsequently, I have a huge phalanx army plus extras to use for pretty much any Successor state, and later. I've always liked the idea of using one manufacturer for an army as much as possible. If I ever get round to it, I'll do a 1st Corps army to fight them, but that's probably a long way off...

On the painting tray for October

In September, I finished everything I wanted: 24 Principes; 24 Triarii; 4 legionary command figures; and 12 slingers. I also managed to renovate 8 Tarentine light horse. This month, the schedule will be to begin Legio II for Zama, with 24 Hastati and 24 Principes. As part of my ongoing revamp, on the tray also are: 8 more Tarentines; 12 Seleucid Xystophoroi; and 15 Greek casualty figures, some of which need painting from scratch. Since I started keeping this record, I've been able to complete everything I hoped each month. It would be good to keep this going; fortunately, the cavalry are already well advanced.

Wednesday, 30 September 2009

Alternative history in the making

Yesterday kicked off the supposed reign of the Great Captain Alexander of Macedon. After the disappointment against the Greeks, Philip II died and was succeeded by his fiery son Alexander, who has already been wounded severely in battle once. He decided to vent his spleen on the pesky hillmen of Illyria. I won't do a deployment map for this one - it was pretty straightforward. A massive attack on the open right by the cream of the cavalry, with phalanxes attacking the steep hills in the centre and lots of light troops masking the left. Alexander went in frontally against inferior cavalry and got hammered - all of the Companions and Thessalians went down with him. Occasionally a game happens where terrible dice by one side are matched by brilliant dice on the other, and this was one such night. Alexander's glory boys couldn't hurt a horse fly while the Illyrians went through their opponents like a hot knife through butter. That's now twice that Alexander has been badly wounded.

We had a bit of a discussion about how best to portray the Great Commander on the tabletop. In Empire, a Great Captain adds a massive +2 to a D6 roll, but we felt that simply giving his forces an extra one-third points was too much - they would never lose in a figure game with such disparity. Plus, it wouldn't be much fun to play. So Gordon came up with an idea borrowed from Napoleonics: the Great Captain adds a morale level to all troops within an 8" radius. And if he is removed from play, all units within 8" drop to a level below their usual and have to test morale. This gave Alexander three legendary cavalry units with which to carve up the opposition - except they couldn't hit a thing. We can't remove him from play because that would upset the balance of the board game, so we ruled that he loses one of his strategic actions while recovering, and another empire gets to go.

So, next week it's the Carthaginian landing against Syracuse. Let's see if one of the so-called Great Powers can actually conquer something!

Monday, 28 September 2009

Campaign Musings

There has been an interesting discussion thread on The Miniatures Page about campaigns, started by CorpCommander. There seems to be a consensus that campaigns fizzle out too easily, something I can understand from my own past experiences. I've been through the whole range of possibilities, using board games for the strategic elements, with fully worked out army rosters and so on. The reason I liked Empire as soon as I saw it is that it abstracts all of this. The long turn length is varied by the appearance of great commanders, and there aren't even any armies. What matters is which provinces one controls, and thus which enemy or neutral ones can be reached so as to expand one's empire. We play it at the club, and it doesn't matter who is there on the night. Some players have an affinity for a certain power, and they tend to make the decision as to what that state does when it gets a shot, but apart from that it just keeps generating tabletop battles. And they lend themselves to multi-player. The good thing about not having fixed army compositions and the need to keep records is that we can vary the armies within the permitted parameters from battle to battle. From my perspective, the game is giving us a continued rationale for what we play on Tuesday evenings without being too onerous.

Sunday, 27 September 2009

I Legio completed

I'm getting better at taking close-ups, but this is the best I can do with longer range photos. This is the first legion completed for Zama. Only three more to go...

I Legio Command Stand

I tried something slightly different with one of these command figures. He came with a large aspis-type shield, which was just crying out for some kind of appropriate design. A few months ago, I saw some really nice 15mm Imperial Romans in a Field of Glory game. The guy who painted them had used the troopers' shield design transfers on command vexillia, so that the command flags had the same device as the shields. Some judicious slicing produced the same kind of effect here. I'll probably do the same for the cavalry when I eventually get round to those. It is quite difficult to do, since the LBMS transfers are shaped for specific shields, but I'm happy with how it looks.

1st Legio Triarii

I used Xyston 15mm lances again as spears for these guys. The dynamic poses made it difficult to fit them all onto the bases, especially with the spears as opposed to the pila of the hastati and principes. I'm glad I decided to go with deeper than normal bases (30mm as opposed to 20mm) for aesthetic reasons. In Tactica II legionaries can deploy in single ranks, and 20mm depth just doesn't look good.

Thursday, 24 September 2009

More action and unit shots from Callinicum at Claymore

The first shot above is a top-down view of the struggle between the Arab forces. I like this one because it shows the basing technique I'm using on all of my newer figures, as well as the ongoing revamp of my older stuff. The second photo shows the impending clash of cavalry in the centre, from behind the Sassanian lines. Number three is the Roman left wing moving forwards. The final photograph is part of the struggle in the centre, this time from behind the Roman army. Thanks again to Billy for the pictures.