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Showing posts with label Roman. Show all posts
Showing posts with label Roman. Show all posts

Thursday, 27 June 2013

The Die is Cast Sassanid Persians vs Late Romans

After the Society of Ancients battle day, I had the start of a Late Roman army which I have expanded with some artillery, skirmishers and some extra-heavy cavalry. So John Holroyd (my partner in developing TDIC v5) and I decided to have a game against his Sassanid Persians when we were meeting up to see the latest proof copy of TDIC – it is shortly going to get printed by Amazon.

Both armies 1250 points, in 6mm scale.

My Late Roman army,

Four units of legionaries, two units of auxila, two units of auxila archers (upgraded to elite status), two units of foot skirmishers (one with crossbow, one with bows), two units of skirmishing cavalry with bows (upgraded to Steady), two units of skirmishing cavalry with javelins, two units of heavy cavalry and a unit of extra-heavy cavalry. Most of my units were very small, as I hoped to use manoeuvre rather than force to beat Johns army.

Sassanid Persians

Three elephants, three units of peasant levy infantry, four units skirmishing cavalry (all with bows, some with javelins as well), three units of extra-heavy cavalry (with bow and lance) and a unit of cataphracts. Although his infantry was rubbish, Johns advantage was in his cavalry, more heavily armoured and better armoured than mine.

The Late Roman plan was to shoot down the enemy skirmishing cavalry, gain the advantage in mobility (basically the advantage to force the enemy either to move first or second) and then to hit with superiority at a given point.

Initial deployment of the armies, with my Romans at the bottom and the Sassanids at the top. You can see that the Roman line is considerably longer than the Sassanid. In my army the artillery have only been undercoated (they are white) and the same with Johns peasants.

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Close up on some of the Romans. The general (a 2/2) on the right, with unit of auxila archers in front. Another unit of auxila in the foreground, with two units of heavy cavalry in front of them, the extra-heavy cavalry in front of them and a unit of horse archers in the distance.

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The Sassanids. Horse archers to the front, elephants mixed in with the infantry, two units of extra-heavy cavalry in the distance.

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The starting move on the Roman right. Both sides cavalry advance and the skirmishers exchange shots, both sides lose a base of skirmishers.

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Second move on the right. One of the Roman light cavalry units flees and the other moves onto the far right. The Sassanids advance with a reduced force of light cavalry with some extra-heavy cavalry and cataphracts coming up behind. A unit of Sassanid light cavalry is sent to deal with the Roman cavalry on the right.

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And the final scene on the right. The Sassanids broke through, destroying the Roman light cavalry, a unit of auxila, a unit of legionaries and in this picture the Sassanid cataphracts about to break through and run down a unit of archers. So a total of five Roman units lost.

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First move on the Roman left. A general advance but now the Roman light cavalry can force the Sassanid extra-heavies to move either first or second because of their greater speed.

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End on the Roman left. With superior numbers, the Romans destroyed a unit of extra-heavy cavalry and the others wisely decided to move away. One elephant has been killed and the other two wounded – another was killed when the remaining elephants changed some legionaries. One unit of the levies has been destroyed and another forced to retreat. The Romans have taken some losses but only the odd casualty here and there.

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The end view of the battlefield. In the centre another elephant dies and the levies are routed. So with the Romans winning on the left and centre, its a win for the Romans but at the cost of the entire Roman right flank.

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It was noticeable how heavily armoured cavalry really cuts down the casualties from shooting. Most of the time shooting (on both sides) needed a lucky one to hit. So lots of dice being rolled but causing few hits. On the left the combat between the Sassanid and Roman extra-heavy cavalry was an even match, but throwing in the supporting Roman heavy cavalry swung the balance and resulted in a Roman victory. The Sassanid cavalry overwhelmed the Roman infantry (acting as little more than speed bumps) but since they were in the main very small units, few actual bases were lost. The game lasted about two hours. The rules printed by Amazon are a great improvement in both appearance and layout and people who have already bought a copy of the rules will be sent a new copy free of charge.

Sunday, 19 May 2013

TDIC – Late Romans vs classical Indians

Learning some lessons from the previous weeks Late Roman civil war, we decided to go for a larger game. 1500 points per side ‘fantasy’ game of Indians vs Late Romans.

I dumped the rear rank of legionary archers that I had used in my last game and instead opted for pure units of legionaries.

So the army was like this

General 2/2
3 units of legionaries (one upgraded to elite)
2 units Roman heavy cavalry
1 unit of cataphracts
3 units of horse archers (all upgraded to steady)
1 unit of javelin armed light cavalry
2 units of auxlia

against, well I am not really sure but it looks like a lot of Indians. Somewhere in that lot were 8 elephants, 5 heavy chariots and 3 light chariots.

My opponent (Dave) is moving his army

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Following the course of the battle from Roman left to right. See below.

At the end of the second turn on the Roman left, I am forcing the Indians back. I have charged with all three units of Roman cavalry (one light, one heavy and a cataphract unit) to which Dave has countered by evading all three of his units (on the black table board), avoiding contact. Dave has opened fire with three of his units A the heavy chariots, B the evading light chariots and C a unit of foot archers, causing 3 hits on the cataphracts. Just short of the 4 hits needed to remove a base of cataphracts, so I need to get them into combat before they get whittled down.

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Situation after movement on turn three, I have charged again, again failing to catch anything with the heavy cavalry or cataphracts but the light cavalry (on the left of the picture) catch a unit of Indian cavalry, fight them and break them – under TIDC catching an evading enemy is not an automatic break, the evaders get a chance to fight back but being hit in the rear it is unlikely that they will win. The Indian heavy chariots are moving forward to confront the cataphracts.

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At the end of movement of turn four, the Indian heavy chariots have been charged by both the cataphracts and the Roman heavy cavalry. The Indian chariots had declared a charge against the Roman cataphracts but that had been cancelled by the charge of the Roman cavalry against them, the heavy chariots cannot evade (not an option for them) and cannot counter-charge because the heavy cavalry is within half their charge move, so the heavy chariots have to hold and take the charge at the halt. The Indian cavalry and light chariots, no longer charged themselves, turn round and face their enemy. On the right of the picture you can see the elephants which unform both the cataphracts and the Indian light chariots (too close, despite the Indians being used to elephants), and some Indian archers shooting at the charging cataphracts.

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The Indian heavy chariots were heavily defeated (7-1) and broke. The cataphracts pursued into the light chariots, the Roman heavy cavalry pursued into the Indian medium cavalry. But the elephants also charged the flank of the cataphracts and a unit of Roman horse archers charged into the flank of the Indian archers. We ran out of time at this point but the cataphracts would have certainly been beaten, the cavalry/cavalry combat would probably been a victory to the Romans and the light cavalry attack might or might not have been successful.

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In the centre, things did not go the Roman way. On turn three, I had charged into a unit of Indian skirmishers with a unit of auxila but thrown awful morale dice and routed rather than charged. The Indian elephants charged a unit of horse archers who wisely evaded the elephants. But all that did leave my legionaries (led by the Roman general) sitting out there with their flanks exposed.

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The situation in the centre just continues to get worse for the Romans

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Situation in the centre at the end of the game. Attacked frontally and then in the flank the Roman legionaries are chopped to pieces. The Roman auxila (bottom right) have again failed to roll good dice and have become Shaken and refuse to support their general, the survivors would almost certainly be slaughtered and the general killed. Motto, keep that combat line intact and don’t expose your flanks to the enemy. Big mistake on my part.

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On the Roman right a unit of Roman legionaries come under threat by four elephants and wisely form shieldwall the resist the charge. Meanwhile a unit of elite legionaries take up position behind them, either to reinforce the melee next turn if the other legionaries hold the elephants or to hold the elephants if they break through.

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Well it was a break-though by the elephants, wiping out the front unit of legionaries. But the elite legion and the auxila held, fighting in the next round (and last round of the game) inflicting another 7 hits and with the 5 hits that the elephants had suffered, three elephants would be dead, in effect removing that threat. But the loss to the legionaries was grievous, 2 entire bases of legionaries killed (8 hits) and 3 hits (thats what the yellow dice represent) on the auxila. So a combat result of 11-7, a loss to the Romans but not a major one.

On the Roman right, a unit of heavy cavalry and a unit of horse archers gradually fall back in front of the advancing Indians.

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But something has to be done to stop the Indian heavy chariots from getting onto the flank of the Roman infantry. So the heavy cavalry charge the heavy chariots (who are also charging them). The combat was almost complete destruction of the Roman cavalry but one chariot was destroyed and that automatically made the Indian unit shaken, with no possibility to further advance against the enemy.

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So with the Roman right gone, the centre and general killed and the cataphracts wiped out, this was a major victory for the Indians.

The Romans had the advantage of mobility with their light cavalry but I failed to make the most use of it. The cataphracts are stunningly formidable but need light cavalry in support, both to screen them from missile fire but also to catch any enemy trying to get away from their advance. And as for the legionaries, the motto should be maintain the line and don’t let the enemy get at your flanks!

Friday, 10 May 2013

TDIC a very Roman civil war

After the Chalons battleday I thought I would have enough figures to do a Late Roman army, more fool me. When I worked it out I needed infantry, lots more infantry and some troops types like cataphracts which were not in the Chalons order of battle. So after a couple of days painting I had enough for a real army, just as I was challenged to a game by Simon Peyton, who also planned to use a Late Roman army, so the scene was set for civil war.

My army (1,000 points using figures based for Warmaster Ancients) was as follows;

General 2/2
Roman heavy cavalry unit of 4 bases
Roman light cavalry unit 3 bases
3 units of legionaries, each 3 bases of medium infantry with 3 bases of archers in rear ranks
A unit of auxila 3 bases
Two units of horse archers, 3 bases each
A unit of cataphract cavalry, 4 bases.

Simons army was very similar but he had only two units of legionaries, all legionaries (no archers), his cataphracts were only 3 bases strong and he had upgraded his heavy cavalry to steady.

We played at Worthy Games in Preston, with some of our own terrain added to the gaming table (see below).

This is the situation at the end of movement of turn 2. My own three units of legionaries are circled in blue, also I have used a unit of light cavalry (using forced movement) to box in Simons legionaries and cataphracts (circled red). At the top of the picture, the majority of my cavalry is facing off against Simons horse archers. At the bottom left, a unit of my horse archers are trying to sneak round the marsh and the wood, to get behind the enemy.

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At the end of movement on the third turn. In the centre, Simons cataphracts charged my horse archers who evaded the charge and left the cataphracts facing my auxila (now occupying the hill). On both both flanks (see blue arrows) Simons light cavalry was routed by being charged and his units failing their morale checks. Also on the right of the picture, both units of Roman heavy cavalry charge. Simons cavalry is outnumbered 3 to 4, due to some shooting losses he took earlier.

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A close-up of the situation in the centre. Simons legions (on the left) have expanded into battle formation three bases deep and his auxila are advancing behind his cavalry.

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At the end of combat on turn four. Simons cavalry has been destroyed by the reinforcement of the cavalry melee on the right by my cataphracts (blue X marks the spot). That means that the flank of his auxila will be vulnerable to a charge by my cataphracts next turn. In the centre his cataphracts won the melee against my auxila but not sufficiently to break them. That means that the combat will continue but one of my legionary units will be able to charge onto the flank of his cataphracts in the next turn. Both of my light cavalry units have got behind his army (blue arrows at the top of the picture).

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The end of the battle, at the end of turn 6. Simons cataphracts and auxila have been broken (both were charged in the flank after all) see red arrows on the left of the picture. Simons three remaining intact units are circled in red. A unit of light infantry in the wood and two units of legionaries in combat, currently holding their own but surrounded and likely to be beaten in combat. My three units of legionaries are circled in blue. My only serious loss was my heavy cavalry, reduced to half strength (white shields at top of picture) and so automatically Shaken and unable to continue the attack. The yellow dice are used to mark partial casualties on units, where the casualties have not been sufficient to remove a full base (light troop bases take 2 hits each, cavalry 3 and cataphracts/infantry 4 hits).

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Simon conceded the game but not bad play for his first attempt.

Tuesday, 9 April 2013

Painting 6mm figures – for Chalons

Well the armies are now ready; 13 units of infantry, 16 units of cavalry and 12 units of skirmishers.

Two of us painting, John Holroyd and myself. It took about three weeks and it has been a long time since I last painted 6mm figures so I learned a few tricks. All the figures used were from Baccus Miniatures.

Paint consistency is vital, since you are using only a small amount of paint at a time, it dries quickly and becomes too thick to be of use. So a small pot of water near-by is handy to dip the brush into to keep the paint flowing. Very thin paint used as a wash can look very effective in this scale. Remember to keep the colours a shade lighter than you would use for larger scale figures.

You need good eye-sight, we both wore our glasses and used magnifying visors for extra vision.

You will make mistakes and splash areas you have already painted or did not intend to paint. Really its up to you, to either go back and touch that area up or ignore it and carry on.

Most of my painting was simple; undercoat the figures white and then paint over them, to create the effect. But for the commanders I used a brown ink wash over the undercoat and then painted in the areas between the ink (after it dried). It certainly does improve the look of the figures but takes a great deal more time. Since we were in a rush, the simpler technique was used for the majority of the figures.

Painting regular troops is easier, mainly they are the same. For the irregulars its a matter of mixing the colours and for this a bit of maths is handy, since the figures come in strips of 3 or 4, don’t use multiples of those numbers, instead paint every 5th, 2nd or 7th figure with a different colour for cloak or trousers. The result is a nicely ‘random’ looking unit.

So how did they come out?

The Roman army

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The Hunnic army

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The Roman division of the Roman army

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Close up on a unit of legionaries

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and a close up on the auxlia

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all the bases are standard mdf 40x20mm magnetic bases. Once the strips (or individual figures in the case of cavalry) are on the bases its a matter of putting on the flocking gel, letting it set and then painting the base. For details see this post.

So just the commanders to finish off and we will be ready to play the battle with fully painted armies.

Monday, 14 January 2013

New range of 10mm Imperial Romans – Van Dyck

I have just been sent a couple of photos of a new range of Imperial Roman figures using my 10mm Roman designs
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I love the figures and you can see more of them at the chaps test website. I am afraid they are not available to buy yet but I hope to get my hands on some sample figures.

Two new pictures showing the unpainted (inked) Roman legionaries

Wednesday, 17 October 2012

Chalons – third run at it

OK some painted figures are starting to appear on the table. The board used is one of the GW battle boards, we just ignored the plastic terrain and had the hill!

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The hill is the key part of this battle. In the historical battle, the failure of the Ostrogoths to take the hill is supposed to have decided Attila to withdraw to the safety of the Hunnic camp. In previous games, the Ostrogoths had great success attacking the right of the hill (between hill and edge of table). In this game the Ostrogoths tried attacking the left of the hill instead.

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Below is the moment of decision with the Ostrogoths launching a full scale attack on the left of the hill.

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It was a total fail, with all Ostrogoth units being broken and driven back into the Gepid division marching up to support them. Most of the Gepids broke and ran without even getting into the fight. But the idea is sound. The Hunnic player does have the advantage of deciding the point of the attack and properly done the flanks of the hill will always be vulnerable to an attack played in the right way.

But all the players involved agree that the rules are giving both an interesting game but also one that seems to be giving an historical result.

Thursday, 13 September 2012

Chalons Battle day project

In 2013 the next battle project for the Society of Ancients will be the battle of Chalons AD451, the Hus vs a confederation of allies including the Romans.
So I thought it might be appropriate to throw the new Die is Cast ancient rules into the ring and see how they fare. So lets start with an order of battle.
Using 6mm armies (I have not painted the armies so for this game we just used blank 40x20 bases with the unit ID marked on, no pretty pictures of troops I am afraid). All units are 4 bases except light troops (skirmishers) which have 3 bases to a unit. Light troop bases take 2 wounds, cavalry bases 3 wounds and infantry 4 wounds. For more details on using element based figures in the Die is Cast rules, see page 29 of the rules.
Order of Battle
Rome
1 unit Roman cavalry
HC, guard, elite, javelins, sword, shield
2 units Roman legionaries
MI, steady, veteran, javelins, sword, shield. Sheildwall
1 unit Roman auxila
MI, average, seasoned, javelins, sword, shield, loose
4 units Visigoth cavalry
HC, steady, veteran,  javelins, sword, shield
3 units Visigoth infantry
MI, average, seasoned, javelins, sword, shield, shieldwall
2 units Alan cavalry
LC, raw, seasoned, bow
2 units Frank infantry
MI, steady, seasoned, pila, sword, shield
1 unit Frank cavalry
HC, steady, seasoned, javelins, sword, shield
1 unit Allied cavalry
LC, average seasoned, bow, sword, shield
Roughly, 1600 points
Huns
1 unit noble Hun cavalry
HC, steady, veteran, lance, bow, sword, shield
8 units Hun light cavalry
LC, steady, seasoned, bow, sword, shield
6 units Ostrogothic cavalry
MC, raw, seasoned, javelins, sword, shield
1 unit Ostrogothic infantry
LI, raw, seasoned, bow, shield
2 units German infantry
MI, raw, seasoned, javelins, sword, shield, shieldwall
1 unit Frank infantry
MI, average, seasoned, pila, sword, shield
3 units Gepid cavalry
HC, raw, seasoned, lance, sword, shield
2 units German infantry
MI, raw, seasoned, javelins, sword, shield, shieldwall
Roughly, 2300 points

Initial setup
A fairly bare battlefield with a dominant hill on the right of the Roman line. Table 6x4 foot at Portcullis games, Bolton.
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In the picture above the Romans (red marker pen) are nearest us and the Hunnic forces on the far side of the table. Special rules for the game:
Romans were passive so they cannot start moving until an enemy unit comes within their charge reach.
Huns tried to take the hill first so the Hunnic player can only move 1 division of their army until they have contacted a enemy unit on the hill. In this case the Hunnic player decided to use the Gepids to take the hill, in the actual battle the Ostrogoths were given the task (and they failed).
The Hunnic cavalry certainly fought hand to hand and there has been some debate about how to represent them. In this game we are simply going to suspend the normal rule that light troops cannot charge other troops frontally and make the Hun cavalry rather good, with high morale and combat weapons as well as their bows.
Once the Romans have broken an enemy unit, then the entire Roman army can start to move freely.
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Move 2. Showing the hill lined with Visigoth infantry in shieldwall and their leader (Thedoric a 3/2 general).
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Move 3. Gepid cavalry moving round the hill toward the Visigoth cavalry, who are there to prevent the enemy getting round the infantry flank.
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Move 5. On the hill one of the Hunnic units of German infantry attempted to charge but instead became Shaken and so the Visigoths decided to take advantage and launch their own attack, downhill. The combat went to the Visigoths (Roman) and the Germans were forced to Retreat.
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Move 5. Overall view, with the Hunnic forces in contact with the defenders on the hill, the rest of the Hun army is free to move.
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Start of move 6. The Germans have retreated, followed up by the Visigoths but that exposes the Visigoth rear to a charge by the Gepid cavalry. In an attempt to put the Gepids under pressure the Visigoth cavalry now declares charges on the right.
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With a miserable pre-charge morale roll of 4, one of the Visigoth cavalry units instead Retreats in the face of the enemy. One of the principles of the Die is Cast is the morale roll, you can do anything you like with your troops so long as they are under your control. Fail a morale roll (as above) and all of a sudden, they are doing what they want to do. Morale rolls are taken; when attempting to charge, receiving a charge, taking casualties from shooting and when losing a round of melee, for example. In other sets of rules a command and control roll is used instead.
The above situation now leaves the Visigothic infantry on the hill to its fate and a lone unit of Visigothic cavalry to fight against two units of charging Gepid cavalry (who with lances have a slight edge in combat anyway).
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End of move 6 combat. The Visigoths lose on the hill. The unit on the far right, sandwiched between the German infantry and the Gepid cavalry is literally annihilated and taken off the board (little pile of counters on the end of the hill). In the centre the Visigoths break and flee and on the left the Visigoths are defeated but led by their general are merely forced to retreat. The Hunnic player tried to stop the Frank infantry from pursuing the retreating Visigoths but failed the morale throw and had to make the pursuit move, exposing their flank to the Visigoth cavalry on the far left of the picture.
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End of turn 7 combat. The Visigoth cavalry have lost a full base and have taken 2 wounds (yellow die) on another base. They are forced to recoil under the pressure of two enemy units attacking them (they will fight with 4 dice against 6 enemy
dice).
Thats all we had time for in this gaming session, in total it took about 1 and a half hours to play through and was a lot of fun for both sides. With a full day to game (perhaps 3-4 hours) two players could fight this through to a conclusion I am sure.

26th of September we tried it again, this time with the Ostrogoths attacking the hill. As per the original game the  first action was the Hun player trying to swing round between the hill and the edge of the table. Both cavalry forces (Visigoths and Ostrogoths) threw their javelins, resulting in one unit of Visigoth cavalry Retreating (just as in the first game) and a unit of Ostrogoth cavalry Routing. Continued pressure saw the remaining unit of Visigoth cavalry first Shaken then Routing and the following wave of Ostrogoth cavalry attacking the flank of the Visigoth infantry on the hill and breaking them. So that is the way will play the next run of the game, which should involve some painted figures, Ostrogoths attack the hill, defended by Visigoths. The early part of the scenario works, the next game should see a full run through.

Saturday, 1 September 2012

Die is Cast Carthaginians vs Republican Romans

Another of our small scale games using DBA lists and the Die is Cast rules. The game was played with 15mm figures, mostly Donnington Miniatures.
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The Carthaginian army; 2 bases of Spanish cavalry, 2 of Numidian cavalry, an elephant, a base of slingers, 2 bases of Gallic warband, 2 bases of spearmen and 2 bases of peltasts.
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The Republican Roman army (under my command); 3 units each of 2 bases of hastati/princepes, 2 bases of spearmen and 2 of cavalry. I decided to use the 2 bases of velites as separate units to both give me extra flexibility and because I believed that under the rules once these light units had taken any casualties they would fairly much be useless, so best give my opponent two units to target.
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After the first move. All the Carthaginian cavalry move over to the left to face the single unit of Roman cavalry, whilst I push my Roman infantry forward as fast as they will go.
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View from behind the Roman front line.
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The Roman infantry press forward but the Roman cavalry turns back and moves away from the Carthaginians hoping to delay combat but still remain as a threat to stop the Carthaginian cavalry and elephant from attacking the Roman infantry in the flank. The Numidian cavalry and a unit of velites hurl javelins at one another. With only 1 die per base firing (as they are light troops), all dice hit, the velites are destroyed and the Numidians take a hit. The Numidians fail their morale test and rout, rallying at the end of the turn. 
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On the left, the Carthaginian (Spanish) cavalry charge, supported by the elephant. Rather than face that lot, the Roman cavalry try to evade and are caught by the cavalry – they outdistance the elephant. Under many rules that would mean that the Roman cavalry would be automatically broken but is not the case in the Die is Cast. The Roman cavalry will fight back but count as shieldless and unformed. With the charge bonus and fighting shieldless enemy, the Spanish cavalry needed 7’s to hit but only scored one hit (see picture above), the Roman cavalry needed 3’s to hit (no charge bonus and they were fighting unformed and with only one die per base, as they were hit in the rear. The Romans scored no hits and lost the melee by one hit.
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However the Romans roll good morale dice (keep the 6, 4 and 2. Discard the 1) and stay in the melee. But they cannot turn to face the enemy and can take no action (unless it is to run away) when the elephant charges in.
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On the next turn the elephant duly charges in, the Roman cavalry pass their morale check and fight on. This time the combined attacks of the Spanish cavalry and elephant inflicts 4 hits on the Romans whilst the Romans get really lucky and to do 2 back on the Spanish (rolling 2 dice and needing 3 or less!). So the Romans lost the melee and are now down to half strength, so they roll 3 dice and discard one of those. As can be seen above, they rolled well, kept the 5 and the 4 and Retreated out of the melee. pursued by both the cavalry and elephant.
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In the centre at the same time as the cavalry charge is taking place the Roman infantry charge along the front. The Carthaginian light infantry and cavalry are driven off and the peltasts totally wiped out (although causing 3 hits on the Roman infantry on the far right of the picture). In the centre the Gallic infantry take 4 hits (the blue die) and lose a base, half the unit strength, roll 3 for morale and rout. The Roman infantry took 1 hit and pursue into the Carthaginian spearmen behind (who have their flank to the Romans).
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The routing Gauls can be seen in the background, running away. The Carthaginian spearmen have been hit in the flank with another unit of Romans coming up behind them. On the left the Numidian cavalry have returned and are throwing javelins into the Roman infantry, causing another hit (the yellow dice are hits taken throughout the game).
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On the next turn, the Roman infantry charge into the rear of the Carthaginian spearmen and the Roman spearmen replace the previous Roman unit fighting (using the Legion special rule). These combined attacks reduce the Carthaginians to 50% strength and they lose the melee, roll 3 dice (5, 4, 3) and discard the 3. Even with a roll of 9, the Carthaginians flee and are pursued by both Roman units.
To the left of the picture, the Roman infantry have charged and driven off the Numidian cavalry.
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The end in the centre, the Romans have broken through. So even though the Roman cavalry has been destroyed, their sacrifice allowed the Roman infantry to get into combat and do what they do best, fight.