Saturday, June 03, 2017

Enfilade 2017 SPv2 After Action Report

Another Sharp Practice v2 AWI After Action Report. This time from the Enfilade 2017 Convention Sunday gaming session. I also did a game on Friday afternoon, but the Sunday one was more interesting. It's a meeting engagement between a mixed Rebel force of Continentals and Militia versus British Regulars and a unit of Provincial Legion Forces. Summary of opposing forces is as follows:

Points total was 120 for the British and 117 for the Americans. Five Command Flags for each side were used. Force morale for both sides started at ten.To speed up the game, troops were already deployed on the table. There was no Deployment turn. This was done to speed up the game and get players into the game immediately, however, each side had a Deployment  Point on their side of the table at the road entry point. This was done solely to provide an objective to capture. Also, no Tiffin Card was used to prevent one player not getting activated for several turns which was a problem in SPv1. Players opted to leave the troops where I had originally placed them on the Table. So the initial set up and beginning moves was as depicted below.

Below we see the opening moves. The British Skirmishers have all moved up to the center fence or wall. The Fusilier Skirmishers have actually crossed the fence and entered the orchard where they are trading shots with the Milita Frontiersmen skirmishers. The British Regulars in the background have moved to the center of the hill where they will stay for the rest of the game.

The Militia are advancing down the road toward the Highlanders. At the nearer hill on the right,the VA State Line has crossed over the hill and is about to fire into the Highlander Skirmishers defending the wall.

In the foreground, you can see the DE skirmishers have made it to the wall while their brothers in Line are lagging behind. One stand of the British Legion can be seen by the farmhouse on the left.

 A little closer view of the middle and Rebel right side.

 A view from the British right flank where the Legion has crested the hill.

 View from the Rebel right Flank showing the MD Continentals having moved up to the fence after destroying the skirmishers in front of them. In the background, you can see that the Highlander skirmishers have also disappeared. British Force moral at this point was down to about seven.

  The VA State line having cleared the skirmishers in front of them are about to wheel and fire into the Highlanders. It seems most players were content to just sit and shoot at each other at long range.

 Rebel right side showing Maryland troops trading fire with Brits on the hill. Neither player here wanted to get into Fisticuffs so sat in this position the rest of the game.

View from the British right Flank. In the foreground are figures killed. Things definitely in favor of the Rebels at this point.

 Things starting to change now. In the background,the VA State Line has wheeled and put some shooting casualties on the Highlanders. Looks like about four figures left on the Highlander Group on the right.

In the foreground, the Fusiliers used a Thin Red Line Command to fire and advance into fisticuffs with the SC Militia. Poor Militia(No Bayonets). Ouch!

 Militia lost the melee and has ruted back out of site. MD troops still sitting at the wall. No Guts! No Glory!

 The Highlanders have been forced to withdraw. British Force Morale was down to four at this stage. On the other side, the Militia is in bad shape and looks like the Frontiersmen have finally been driven off by the British Skirmishers. Rebel Force Morale was at one.

With nothing to prevent the British from capturing the Rebel Deployment Point, we ruled the game over.

 A view of Rebel left Flank.

 Rebel right Flank

Most of the payers were familiar with SPv1and had bought v2, but hadn't yet played it. They were glad to have the opportunity to try it out. It was actually pretty close and more aggressive Rebel players might have swung the game the other way.

I was surprised that most players were content to engage in long range musket fire rather than come to grips in Fisticuffs. On the left the Delawares were an Elite unit and should have made short work of the British Provincial Legion. Same on the right where the three Groups of Marylander's had a good chance of defeating the two British Groups of Regulars.

In my opinion, it would be better to save one's First Fire for close range and combine it with a Controlled Volley with perhaps a Crashing Volley if the Command Cards are available in order to get the maximum effect. Then you move into Fisticuffs for the kill.

Hope you enjoyed this report and learned something from it. Comments always welcome.  Figures used were mostly from GAJO Minis the exception being the SC Militia and Frontiersmen which I painted.

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


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


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:  .
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.