Thursday, January 05, 2017

That damned Tiffin Card again!




 Our Group decided to start the New Year out right and scheduled a game on New Year's Day at Blue Sky Hobbies in Bremerton, WA. Its a great place to game as they are always friendly there and although they don't have much historical stuff, we always feel welcome and the store has plenty of nice gaming tables.

I chose to do an AWI  Sharp Practice game to help me get ready for a mini-convention (Drumbeat) coming up soon where I am putting on a SPv2 game. We play a lot of different rules so I wanted to get into the swing of SPv2 again. I chose the Rescue Mission, Scenario No. 6 out of the SPv2 Rule Booklet. The Forces are fairly small, only 76 Points per side.Composition was as follows:

British Force:  76 points for core force.

Force Commander Leader Status III: Lt Colonel Phineas Horace Fordham, Ldr 1: 9 points

Line Infantry:  10 points
One Group of 8 men
One Leader Status I: Sergeant Maxwell Frid,  Ldr 4

Light Infantry in Line:  22 points
Two Groups of 8 men
One Leader Status II: Lieutenant Ashley Wickes, Ldr 2


Light Infantry Skirmishers:  11 points
One Group of 6 men
One Leader Status I: Ensign Quincy Slater, Ldr 3


Provincial Loyalist Regulars:  14 points
Two Groups of eight men

One Leader Status I: Lieutenant Lawrence Lockjaw, Ldr 5

Provincial Loyalist Skirmishers:  10 points
One Group of eight men

One Leader Status I: Sergeant David Twitter, Ldr 6

Support

None
Rebellious Colonists:  76 points

Force Commander Leader Status III: Captain Hercules Kinnard,  Ldr 1: 9 points

Continental Line:  27 points
Three Groups of 8 men
One Leader Status II: Ensign Azariah Clements,  Ldr 2

State Line:  15 points
Three Groups of 8 men
One Leader Status II: Lieutenant Moses Watt, Ldr 3

State Militia:  12 points
Two Groups of 10 men
One Leader Status II: Lieutenant Zebulon Leeper, Ldr 4

Rebel Militia Skirmishers: 11 points

Two Groups of 6 men

One Leader Status I: Sergeant Rufus Pymer, Ldr 5

Support

Specialist (Marksman): 2 points 


Per the Scenario setup, the Rebels(Patriots) roll to see where their Primary Deployment point is. It turned out to be at Blue arrow 2. They then roll to see where the Prisoner is being held and Cabin 4 was the result. The Brits rolled Red arrow 1 as their Deployment Point so everything was destined to happen on the upper half of the table.

Below is a map of the Set-Up and the troop dispositions after the first three turns or so. One Group of eight British Regulars starts in cabin No. 4 with the Prisoner. We started with two sentries outside the cabin and the rest inside.They really have no hope of surviving as the Rebels get to set up six inches away, but they define the Scenario and serve to hold the Rebels up for a few turns until the Reaction Force arrives. British start with Force Morale 10 and the Americans 8.

Rebel Leader 3, Lt. Moses Watts was the first leader to arrive and he deployed the State Line 6" from Cabin 4. They immediately fire on the cabin killing two British and inflicting several Shock. The Brits manage a mediocre reply from the one remaining Sentry outside and two soldiers guarding the door. (there were no windows on that side of the cabin). The British end up with more Shock than soldiers and suffer a Force Morale reduction. With no where to really go, we ruled they could stay in the cabin to defend it from assault.

British Force Commander Leader 1, Lt Colonel Fordham  arrived next bringing along Leader 2, Lieutenant Ashley Wickes with the British Light Infantry in Line. They moved up to the rail fence facing Cabin 4. Rebel Leader 1, Force Commander, Captain Hercules Kinnard arrived with the Continentals who moved up to engage the Light Infantry. That would begin a fire fight that would last essentially the whole game with neither side gaining the upper hand.

Meanwhile at the other end of the table, the Rebel Militia units, Skirmishers under Leader 5 and Militia Line under Leader 4 arrived and deployed to defend the Primary Rebel Deployment Point. The British Skirmishers under Leader 3, Ensign Quincy Slater arrived and moved through the woods to face the Rebel Skirmishers. 
The map below shows the situation after about three turns. All the rebels are on the table, but no British Loyalist units have arrives yet. The Tiffin card repeatedly kept coming up within the first quarter of the card deck making for a lot of short turns. This kept happening for most of the game and led our group to incline towards using two Tiffin cards in the deck the next time we play. It really made it hard to use Command Cards for other than just activating units at the end of a turn that didn't get to take their turn.



Below you can see a picture of the table as depicted in the map above. As I was running the game I forgot to take some pictures at critical times, but you can get a general idea of the action. Tom Condon and I played the British. The Rebels were split between Kevin Walker, Gary Williams and Rich Vandoren. My units, the Loyalists are not even on the table yet.



Below, the State Line successfully assaults the cabin and rescues the prisoner. They also captured the three remaining British including Sergeant Frid(Ldr 4) causing  a significant decrease in the British Force Morale. Fighting in buildings is not entirely clear in the rules, but we ruled only the center Rebel Group could assault, the other two groups giving support. I think we gave the Brits the advantage of defending a Minor Obstacle(or was it Major). At any rate the Rebels got more kills and with nowhere to run to, Sgt. Frid and his two remaining Redcoats surrendered. It took a couple of turns for the Rebels to sort themselves out and reform, but they were then off toward their Primary Deployment point.
The Continentals are still in a firefight with the British Light Infantry, but have suffered five casualties and have about 4 or 5 Shock per Group.


Picture below is slightly later. The British Light Infantry appear to have taken one casualty, but their Leader was hit reducing him to a Level I status. They have also taken quite a bit of Shock. The Rebel Militia Skirmishers have moved to allow the Militia in Line to also fire. Their combined fire proved to be too much for the British Skirmishers who eventually had to fall back being severely reduced.


Ok, below it has been some time since the last photo and both of my Loyalists units  have shown up. The Loyalist Skirmishers engaged the Militia Skirmishers with no better luck than the British Skirmishers. The two remaining Loyalist Skirmishers with their leader, Sergeant Twitter( Ldr 6) have fallen back to the rear of the woods. The Loyalist Line unit has moved up to engage the Militia Line unit. The Rebel State Line unit with the rescued Prisoner and captured Brits has moved up to the stone wall. There is not much chance they can be stopped from reaching the exit point.


The Loyalist Line eventually charge the Militia Line but are beaten by 4 in the Fisticuffs and route back 18 inches joining their Skirmisher brothers at the back of the woods.. The Continentals have taken a beating and due to several push backs from Shock causing the Rebel Force Morale to be reduced to level 2. The British side has also suffered several setbacks and their Force Morale is now at level 1. Now we could have played on, but it was clear that there was nothing the Brits could do to prevent the rescued prisoner from escaping off the table so we called the game in favor of the Rebels.. Perhaps the Brits could have caused the Rebel Force Morale to be reduce to zero, but it was just as likely to be the other way around.


Below is the situation as shown on map above. We had fun playing although the Tiffin card plagued us the whole game. Next time I will use two Tiffin cards. Also we all felt the movement was too slow. It just takes too long to get anywhere and if you have significant shock, you're not going anywhere soon. That's what happened to my Loyalist when they tried to charge the Militia. The shock reduced their movement so they had to endure more fire from the Militia so that their fisticuff dice were much reduced from the shock points. I'm thinking of adding a basic six inches to all movement as long as the unit uses at least one movement die for their actions.

I completely forgot about doing the Random Actions when three Command cards in a row come up. It might have made a difference, probably not. Well hopefully I'll be ready now to gamemaster the Drumbeat event February 4th 2017 at the Lake City Community Center in Seattle. Thanks for looking. Comments or suggestions, always appreciated.




Friday, May 06, 2016

Sharp Practice v2 1st Attempt

This is not an AAR as we didn't really finish the game since it was our first attempt at playing and we were unfamiliar with the new procedures. Plus all we had was pdf versions of the rules, the hard copies having not yet arrived.  Nothing like having a hard copy when you arr learning a game as it is much easier to look things up, at least for us Baby Boomer types. Two of our tablets ran out of power about 2/3rds way through the game.

This is more like a first review of the new rules and how they played. SP v1 was a good game, but had some problems I've noticed at conventions. Sometimes the Big Men's card hardly ever comes up and the player spends most of the time sitting around doing nothing. Can make for a very boring came especially if you are near enough to the action to be able to shoot. In SPv1, units that didn't activate during the turn, can shoot but not move after the Tiffin card comes up.

I have since modified SPv1 to fix this by allowing players to use the "Grasp the Nettle" cards to activate Leaders instead of just adding Initiatives. Also I added a second Tiffin card and combined with the former modification, that pretty much fixed the inactivity problem. SPv2 has fixed the problem is a similar but slightly different way.

So how does SPv2 compare to v1. Short answer is that its a much different game. If you were expecting SPv1 on steroids, you will be disappointed. It's much more like SPv1 on Ritalin. It's smoothed out, calmer and much more organized. Gone are the "Grasp the Nettle" cards being replace by Command Cards of "Flags" there being usually four of them per side in the card deck or in a set of Tokens whichever you prefer to use. Although that can be used to add Initiative as in SPv1, they can also be used for other things and that is essentially the Key to the game.  With different numbers a Command Cards you can do a variety of things from activating a unit with no leader for two Flags of activating a leader  a second time for four Flags who can then activate units even if they have previously activated. It is essentially a powerful bonus move that can have a great impact on the game. After the Tiffin card is drawn, any units that did not activate during the turn can now be activated by playing one Command Card. So TooFatLardies has essentially incorporated the fix I began using for SPv1 in a much more elegant way that becomes the essential element of the game.

So what else is different. The shooting and melee(Fisticuffs) are pretty much the same mechanism used in v1. There are some slight differences, but players will find them easily adapted to. The requirement that a Leader can command a number of Groups equal of less than his Status Level is gone. A Level one Leader can now activate a Formation of two or more Groups, bu there is a caveat. The following Rule may have been intended for SPv1, but was rarely followed. It was one of the things I felt was wrong about v1. The new rule is as follows:

"Where more than one Leader is attached to a Group or Formation, only the most senior
Leader may activate the Unit."

So no more can players use their lower Level leader to activate units as soon as their card comes up. Command Control is now a big part of the game. Lower Level leader are now used to remove Shock and keep units in Formation. There a few other things they can do, one being to call out a Specialist within his Command Range to perform a task such as a "Marksman" to take a shot. This one Rule makes a big change to the game and is a big improvement over v1.

Set up is different also. There is no reference to "Blinds" in SPv2. Players use "Deployment Points" from which they deploy their units onto the table. This speeds up the game getting forces into contact much sooner than v1.

So what does a game look like. Well here a look at our first attempt. We played for three and a half hours when we had to call it.(The wife wanted her dining room table back for supper). I had set up a simple scenario which was similar to the " Defence in Depth" Scenario given in the rules. American were defending a position with the Brits advancing onto the table. I gave each side two deployment points. Forces were as follows:



British Force:  80 points for core force.

Line Infantry 7th Fusiliers:  30 points
Three Groups of 8 men
One Leader Status III: Ldr 1

One Leader Status I: Ldr 5

Light Infantry:  25 points
Two Groups of 8 men
One Leader Status II: Ldr 2


Provincial Loyalist Regulars:  11 points
Two Groups of eight men

One Leader Status I: Ldr 3

Loyalist Ranger Skirmishers: 10points

One group of six men

One Leader Status I: Ldr 4

Rebellious Colonists:  77 points
Continental Line:  33 points
Three Groups of 8 men
One Leader Status III: Ldr 1
One Leader Status II: Ldr 2


Va. State Line:  21 points
Two Groups of 8 men
One Leader Status II: Ldr 3
One Leader Status I: Ldr 6


State Militia:  12 points
Two Groups of 10 men
One Leader Status II: Ldr 4



Rebel Artillery:  11 points
Med Gun w/5 crew
One Leader, Status I: Ldr5

Additional Canister


So here we have the British side of the table with a Primary Deployment point on the road and a secondary one near the stone wall at the field.


Patriot side of the table with Primary Deployment point near the road and a secondary oneon ther hill in the woods.

Leader One on the British side is first up and he brings the Fusiliers onto the Road in March Column. They get an extra die of movement in this formation as long as they stay on the road.


The Americans 1st bring the Militia on behind some cover(cowardly bastards that they are) and deploy their medium Artillery behind the stone wall on the hill.

 This next photo is a couple of turns later. The Continentals have deployed behind the stone wall on the hill and the Virginia State Line is moving up between the Continentals and the Militia. The gun has been firing at the Fusiliers moving up the road and doing some decent amount of damage.


Another view of the American side. They stayed pretty much in this same position for the rest of the game. The American player lucked out by getting a couple of turns where four Command cards were available. By using his Level III Leader he was able get Bonus Activations for three of his units and was able to do some significant firepower damage on the British.



On the British side, Fusiliers are advancing across the Bridge. The Loyalists are getting hung up due to crossing the stream. Loyalist Skirmisher Group is advancing through the field followed by the British Light Infantry who have been changed from a Line formation to Skirmish Order.

 A view down the table so you can see the relative positions of both sides. Shooting ranges in this game are quite long. Musket range is 24 inches. The 6 pounder medium Gun can shoot out to 60 inches.

The Loyalist Skirmishers took a big hit from the Continentals taking no kills but being encumbered with six point of Shock. It would take them awhile before rally off the shock and be able to do anything. Controlling Shock is a big part of this game as it hinders everything you do. If the Loyalist had received one more point of Shock they would have had to retire.


 This is pretty much as far as the British advanced. The Fusiliers are trying to form Line, but being exposed to the fire of the Artillery, the Va. State Line and the Militia, they ended up taking a lot of casualties and Shock.

 This is as far as the Americans advanced. Both sides were content to sit there and fire at each other.

So with the Sun setting in the West and only one tablet with the rules remaining charged, we decided to call it a day with our first incursion into Spv2.

 I was really impressed with v2 of the Rules. We had trouble because we were unfamiliar with all the details and had to keep looking things up. Next  time I'm sure the game will run a lot smoother and much faster.

I hope you found something worthwhile in this review. A much better explanation of how the game works can be found in this excellent report by the Rules author on his Blog here: http://toofatlardies.co.uk/blog/?p=5479  .
I'll be running a SPv2 game at the NHMGS ENFILADE convention over Memorial Day weekend.
There are also two other SPv2 games scheduled so if you can get to Olympia WA for Memorial Day weekend, and are interested in SPv2, then it will be a good opportunity to see the game.





Wednesday, November 25, 2015

Romans have a bad day in Armenia (or how not to deploy cohorts)

Another battle of TacticaII(playtest rules), this time Marian Romans vs Armenians. Game was played at Blue Sky Hobbies in Bremerton on Sunday, November 15th. Gary Williams and Tom Condon handled the Romans While Kevin Walker and myself played the Armenians.

The Romans consisted of two Legions plus supporting Cavalry, Light Infantry and Skirmishers. Total Points value was 1754. Army Breakpoint= 110  Legion Break Point= 59. Their composition was as follows:

Legion 1:
9 Cohorts of 8, Veteran, FV5-6
1Senior Cohort of 16, Elite, FV5-6
Legion 2:
9 Cohorts of 8, Veteran, FV5-6
1Senior Cohort of 16, Elite, FV5-6
12 Heavy Cavalry(HC), Veteran, FV5-6
8 Light Cavalry(LC), Veteran, FV3-6
12 Allied Light Infantry(LI), Veteran, FV3-6
12 Auxillia LI, Veteran, FV4-6
9 Arab Archers, Veteran, FV4-6
9 Slingers, Veteran, FV4-6
12 Javelinmen Velites, Veteran, FV5-6

The Armenians, sometime allies to Pontus, were very Hellenized. Total Points value was 1753, one less than the Romans. Army Breakpoint= 128. The Imitation Legionnaires had done so well in the last few battles that I upgraded them to FV5-6, paying the appropriate points cost for doing so. Composition of the Armenian was as follows:

18 Cataphracts HC, Veteran, FV5-6 with Impetus(I)
18 Cataphracts HC, Veteran, FV5-6 with Impetus(I)
 8 Armenian Light Cavalry(LC), Veteran, FV3-6
 8 Skythian Light Cavalry(LC), Veteran, FV3-6
32 Pike Phalanx Body Guard, Veteran, FV5-6
48 Pike Phalanx, Veteran, FV4-6
48 Pike Phalanx, Veteran, FV4-6
24 Imitation Legion(Azaku Mardig), Veteran, FV5-6
36 Spear Foot(Nizagamartik), Veteran, FV4-6
16 Iberian LI, Veteran, FV4-6
9 Armenian Archers, Veteran, FV4-6
9 Armenian Slingers, Veteran, FV4-6
12 Armenian Javelinmen, Veteran, FV5-6

For this Battle, we used a deployment screen(a big long piece of a cardboard box). This was to allow each side to deploy without knowledge of the other sides deployment. We hadn't done this before and I think it led to a more interesting game. On the Armenian side, our plan was to attack with the phalanxes on the left of the main battleline while holding back slightly with the right. One Cataphract units was to protect the left flank of the Phalanxes and the other was to assist the Light Cavalry on the right flank. I was hoping to be able to hold the wooded hill on the left flank with out sole Light Infantry unit.

I don't know what the Roman plan was, but they put all their cavalry and light infantry on their left flank, leaving the right bare except for a single unit of Arab archers. Gary on the Roman right had all his cohorts in column while Tom on the left had all but two deployed in line.



View from the Armenian Main Battle Line
View from the Armenian Right Flank


First couple of turns were uneventful, both sides cautiously advancing. The slightly more numerous Roman Velites with Javelins hot diced the Armenian archers and soon reduced them to Break Point.
End of Turn 1

Romans advancing in what looks like Acies Duplex formation.

My Armenian LI reach the wooded hill on our Left Flank. Roman Slingers clash with Armenian Javelinmen in Right Center. Lots of maneuvering by Cavalry and LI on the Armenian Right, both sides trying to gain some advantage.
End of Turn 2
Cavalry and LI maneuvering on Armenian Right Flank

On Turn 3 things start to heat up. My LI occupy the wooded hill. My Cataphracts plow into Gary's Cohort#8. They get Impetus, but Gary's Pilum throw gets 3 out of 4 hits. In the main line Gary's cohorts meet two of my Phalanxes and the slugfest begins. His Cohort#5 had previously taken a missile hit from my now absent archers. With depth advantage, I get 10 dice to his 4 and manage to get 7 hits! OUCH! One cohort gone. While my other rolls aren't as good as that one, the single cohorts in column are taking a beating against my denser phalanxes. Elsewhere the Armenian Javelins and the Roman Slingers reduce each other to BreakPoint and they leave the field.  On our far Right the Armenian Cataphracts contend with the Roman Heavy Calvalry.
End of Turn 3
Cohort#2(with Blue Shields) shown disorder due to failing Control test when Cohort#5 routed

Gary, not wanting to send his lead cohort into the woods, decides to use his Arab Archers to whittle down my LI. He sends Cohort#7 to help Cohort#8 fighting my Cataphracts. His Cohort #9 reinforces Cohort #6 fighting my Phalanx(B). Cohort#10 charges in to replace Cohort#5 which routed last turn. Cohort#3 reinforces Cohort#2 against the BodyGuard Phalanx. Tom sends in his Cohorts 9 and 10 to help them. Tom's Cohorts 3,4,5,6 and 7 attack the Imitation Legion and the Armenian Foot(Nizagamartik). His Cohort#8 catches my Phalanx BG with a Wing Attack. On the Roman Left Flank, Tom sends in Cohort#1 to help his HC against the Cataphracts, but the HC has had enough and breaks. His LI try to catch the Armenian LC, but end up taking a lot of missile hits. In the Center, Cohort#4 disordered last turn, is outscored in melee and fails its Control Test. It therefore breaks and causes Control Tests on all the adjacent Cohorts within 4". Since the Cohorts are all deployed in column( about 2.3" wide) they end up having to take 4 Control Tests. The inner ones pass, but both outer units fail.
End of Turn 4
The two outer Reinforced Cohorts fail their Control Test and are now Disordered. Not good for the Romans while the Phalanxes having only 9 and 6 hits respectively are in good shape

A view toward the Roman Left from their side of the field.
Turn 5 and my Cataphracts finally break, but Phalanx A is there to fill the gap. Three more of Gary's Cohorts break as does one of Tom's fighting Kevin's Imitation Legionnaires. Toms Auxillia LI breaks having been shot up by Kevin's horse archers and Slingers. A quick count shows Gary's Legion is getting close to break point.
End of Turn 5

View ofCenter right from Armenian side. Armenian Foot(the Nizagamartik) are struggling against Tom's Romans. The Imitation Legion having broke one Cohort are holding their own.



Armenian Foot (Nizagamartik) cannot withstand Tom's Cohorts and his LI which charges in this turn. They break, but it is too late for the Romans. Two more of Gary's Cohorts break putting his Legion over its Break Point. Combined with Tom's losses, that results in the Romans reaching Army Break Point. It looks like a decisive Armenian Victory.
End of Turn 6

View from the Armenian Right


View from the Roman Right.

This battle was more lopsided than usual. The Armenians only lost two main Units, one Cataphract unit and the Armenian Foot. The main reason for the Roman debacle I think was the use of cohorts in column against the Armenian Pike Phalanxes. This is especially true when the Cohorts are not reinforced(i.e single cohorts). An eight figure Cohort in two ranks melees with only four dice needing a 4,5 or 6 against the Armenian Phalanx. Generally you can get three Cohorts against one Phalanx. So starting with full units, a Phalanx would have two rank bonuses against the Cohorts in each melee area. That's a total of ten dice against the four Roman dice although the Armenians are only hitting on 5 and 6's. The reinforced Roman cohorts(16 figures) do a little better, but they loose ranks pretty fast.

The other problem for the Romans was that I was hot dicing them fairly often in this game. Combined with their deployment disadvantage in melee, they were doomed when one Cohort broke and they failed several critical Morale rolls. The Gods were just not with the Romans this day.

Tom's Romans deployed in line seemed to do better on his side of the field, but battle was lost before they had much impact. Both sides enjoyed the game, but the Armenian side definitely was better blessed with good die rolls. The use of the deployment screen may have influenced the outcome a bit but it also seemed to add some level of excitement to the game. For that reason, I think we will use it again.

If you are not having fun wargaming, then you are doing it wrong. Happy Thanksgiving everyone.
Mitch



Wednesday, November 04, 2015

The Elephant Victory Battle...Not so much

Our Group tired of bashing Romans against Ponts, decided to give the 273 BC Elephant Victory Battle of Seleucids vs Galatians a try. We're using a play test version of a Revision to the old Tactica Rules. Kevin Walker provided most of the Galatians, having graciously worked the night before to restand troops so we would have enough figures to play with. He was assisted on the Galatian side by Tom Condon. Yours truly played the Seleucid side.

 In the historical battle, in 273 BC, the king of the Seleucid Empire, Antiochios I, decided he'd had enough of the Galatians rape and pillaging in Asia Minor and he would put an end to it.
The battle began  by the Galatians opening their ranks to let their scythed chariots pass through the infantry.  The Seleucids, however, had managed to conceal their elephants from the Galatians and as the chariots were bearing down on the Seleucid ranks, the elephants suddenly appeared.The terrified Galatian horses, unused to the sight of the Elephants, bolted and dragged the deadly scythed chariots back through the warbands in great bloody swathes.  The elephants followed up their success and trampled into the Galatian ranks, completing the rout.

I was provided some Army Lists for the battle by Arty Conliffe, but had to modify them to fit with our available figures. Those familiar with the Tactica rules will recognize the following rosters. There is a Points System now to balance forces and Victory is determined loss of figures. When an army has lost half its figures not counting skirmishers( or Scythed Chariots) it has reached its Break Point and the other side is deemed the winner. So our respective Armies were as follows:







Galatians






No.
Size
BRK Pt
Type
Name
FV
Sk-FV
Quality
Weapon
Unit Cost
Total
1
12
8
HC
Cavalry
4-6
-
V
Various
6
72
1
18
12
HC
Cavalry
4-6
-
V
Various
6
108
1
8
5
LC
Cavalry
3-6
4-6
V
Javelins
4
32
1
8
5
LC
Cavalry
3-6
4-6
V
Javelins
4
32
1
8
5
LC
Cavalry
3-6
4-6
V
Javelins
4
32
1
3
12
SCY-CH
Scythed Chariots(I)
5-6
-
V
Terror
27
81
1
2
8
SCY-CH
Scythed Chariots(I)
5-6
-
V
Terror
27
54











1
24
18
WB (I)
Bodyguards
4-6
-
V
Various
7.5
180
1
48
32
WB (I)
Warriors-A
4-6
-
V
Various
6.5
312
1
48
32
WB (I)
Warriors-B
4-6
-
V
Various
6.5
312
1
36
24
WB (I)
Warriors-C
4-6
-
V
Various
6.5
234











1
12
8
SI
Archers

4-6
V
Bows
3
36
1
12
8
SI
Javelinmen

5-6
V
Javelins
2
24
Breakpoint=

105






1509









Seleucids






No.
Size
BRK Pt
Type
Name
FV
Sk-FV
Quality
Weapon
Unit Cost
Total
1
12
9
HC(I)
Companions(I)
5-6
-
EL
Lance
9
108
1
12
8
HC
Greeks
5-6
-
V
Lance
8
96
1
12
8
LC
Thracians
3-6
4-6
V
Javelins
4
48
1
8
5
LC
Greeks
3-6
4-6
V
Javelins
4
32
1
3
4
EL(I)
Elephant
5-6
-
V
Various
28
84
1
2
4
EL(I)
Elephant
5-6
-
V
Various
28
56











1
36
27
PH
Hypaspists
5-6
-
EL
Spears
8
288
1
32
21
PH
Pezetaroi-1
5-6
-
V
Pikes
7
224
1
32
21
PH
Pezetaroi-2
5-6
-
V
Pikes
7
224
1
32
21
PH
Pezetaroi-3
5-6
-
V
Pikes
7
224











1
18
12
LI
Thracians
3-6
5-6
V
Javelins
4
72











1
9
6
SI
 Archers

4-6
V
Bows
3
27
1
12
8
SI
Javelinmen

5-6
V
Javelins
2
24
Breakpoint=
112





Total Pts.
1507




Cavalry don't like elephants and get only half dice against them. So I decided to use the elephants to screen my right against the Galatian HC. I would advance my HI phalanxes against the warbands and try to hold with my left. I therefore put the Thracian LI on the left to try and hold the wooded hill as I knew the Galatians had no LI and cavalry are slow to pass through wooded terrain. As I was sparsely held on the left, I positioned the Elite Greek Companion HC(Unit CI) and HypaspistsUnit(H) on the left assisted by one Greek LC(unit G2).
The Galatians put all their HC on their left flank, all their LC on the right flank. Both Scythed Chariot units are on the right, backed up by the Elite Bodyguard WarBand(WB). The other WB's are spread across the middle.


View of the Seleucid Main Battleline and the Elephants

First turn, both sides advance, mostly straight ahead. Skirmishers fire, but very little damage is done. I think only the Elephants and the Scy-CH on the other side took any hits.


View of battlefield from Seleucid right after 1st turn of movement. Not much happening yet.


Second turn, Elephants A,B & C make contact with Galatian WB's. A & C don't survive, being Hot Diced in a single turn, Warband A alone getting five hits on Elephant C. Ouch! My Thracian LI occupy the wooded hill on my left flank. Opposing LC clash while Scythed Chariot A get ready to close with my Companion HC.


Opposing LC meet on Seleucid Left Flank. Galatians are stronger on this flank, 5 units to 3.


Turn3. Seleucid Greek HC(Unit G1) on right charges the Galatian HC H2 trying to assist Elephant D.
On the Seleucid Left, the opposing LC have each reached Breakpoint, but the Galatians make their "Fates" roll while the Greek LC doesn't. Now the Companion must fight two units as the Galatian LC perform a "Breakthrough Move" into the Companion HC.


Another view of Seleucid Left  form the Galatian side.

Is now the 4th turn and the Seleucid Left Flank is all but gone except for the Thracian LI on the wooded hill. The Companion HC is defeated, but not before they put enough kills on the Galatians LC to break it. Elephant B breaks, but luckily it route did not affect any friendly troops. Seleucid's try to advance Phalanx (Unit P3) into WB (A) but can't because they run into friendly Greek HC, unit G1. A bad deployment can really hurt you. Because Galatian WB is within their Combat Threat Zone, they can't wheel to avoid friendly HC. Meanwhile Elephant E finally breaks Galatian HC (unit  H1).

Close up view of action on the Seleucid Right. Phalanx in distance can't charge because they run into friendly HC. 

Turn 5. Greek HC (Unit G1) breaks at end of turn 4 causing Phalanx Pezetaroi-3 to make a Control test. They fail and end up being Disordered. Warband A promptly charges into them. The Seleucid's seeing disaster approaching advance all their other phalanxes into contact hoping to breakthrough before being flanked by advancing Galatian LC on their left flank. Elephant E having no opponents merrily trundles on. Per the Elephant rules we were using, the Elephants once deployed only advance straight ahead.

Turn 5 and all the HI is engaged except Galatian Bodyguard WB.

Turn 6 and melees continue. Phalanx P3 being disordered is in trouble. Thracian LC advance to help Elephant D against last remaining Galatian HC.  The Galatian HC breaks and the Thracian LC maneuvers to charge WB(A) next turn. Thracian LI advance out of woods to melee Galatian LC(unit L1). It turns out to be a bad move since Galatian LC L3 about faces and prepares to charge them in rear next turn. Galatian Bodyguard WB maneuvers to charge Hypaspists next turn.



 A close up view of Seleucid Elephant and LC vs Galatian HC. How to make the casualty counters shown here is available in an earlier posting on this web site.



Close up view of Two Seleucid phalanxes in melee with Galation WB and Scythed Chariots.









Turn 7. Thracian LI being flanked is easily defeated. In center the Scythed Chariots and WB(C) are routed.The Hypaspists are still stuck in melee with the Galatian Bodyguard WB, but Phalanxe P1 is able to maneuver to hit WB(B) next turn. Score is 68 loses for Seleucid's and 74 for the Galatians, bit the Seleucid phalanxes are closer to breaking than the Warbands.


Seleucid Phalanxe in center wheels to hit Warband next turn as part of a breakthrough move. Other Seleucid phanlaxe units units are very close to breaking.


Although Phalanx P1 hits WB(B) it isn't soon enough. Thracian LC hits WB(A) in flank but in turn takes enough hits itself to reach break point. Phalanx P3 finally breaks after putting up a good fight while disordered. Hypaspists were no match fot he Galatian Bodyguard and also break. Final Score: Seleucid loses: 148, Galatian: 74. The Elephant Victory Battle has turned into the Scythed Chariot Victory Battle for the Galatians( or Elephant Defeat Battle depending on how you want to look at it).




A final view of the battle field. A decisive Galatian Victory.

This game took a few minutes over two hours to play. The Tactica rules are really a joy to play. Hopefully they will soon be published. Thanks to Kevin and Tom for being such worthy opponents and to Blue Sky Hobbies in Bremerton, Wa for providing a place for us to play. As Arty would say, "Long Life and Victory!" Hope you enjoyed this after action report and as always, any constructive comments are welcome.