Rules

Saturday, 24 April 2021

Ancients Project - Battle Report

This battle report is from a game I played a couple of weeks ago. Normally, I would summarise my reports with a few pictures and describe the opening moves, the middle game and end game. However, this time I have chosen to do a turn-by-turn game report. Why do this? Mainly so I highlight the use of chance cards I am using during the game.

The rules used are pretty much lifted straight from the One-Hour Wargames book (see previous post here) with modifications for troop types to cater for veteran heavy infantry, elephants, and catapults).

Starting positions

The Carthaginian and Roman forces are evenly matched with 10 units per side. Three pieces of terrain were selected for the tabletop: a large hill, a stream which is fordable and treated as broken ground, and a few buildings. The positioning of these terrain features was decided by terrain cards (see here).

Roman right flank (positioned on the hill)
  • 2 x light infantry
  • 1 x heavy infantry
Roman centre
  • 3 x veteran heavy infantry
  • 2 x heavy infantry
  • 1 x catapults
Roman left flank
  • 1 x heavy cavalry
The opposing Carthaginian forces are lined up along a load with their right flank occupying the buildings.

Carthaginian right flank
  • 1 x light infantry
Carthaginian centre
  • 1 x light infantry
  • 2 x elephant units
  • 2 x heavy infantry
  • 2 x veteran heavy infantry
Carthaginian left flank
  • 1 x light cavalry
  • 1 x heavy cavalry
The Carthaginian forces won the dice rolloff to start the turn first...

Turn 1

Carthaginian forces draw a rally card which is of no benefit to them as no units have taken any hits. They push forward their centre with the aim of getting their elephant units in and amongst the Roman heavy infantry.

Roman forces draw a no event card. They moved their light infantry on their right flank to line the river and used their catapults to fire at the approaching elephants.

Turn 2

Turn 2

Carthaginian forces drew a no event card and continued to push forward their centre.

Roman forces drew a rally card which is of no benefit this early in the turn sequence. The light infantry along the river and catapults continued shooting at the advancing Carthaginian centre.

Turn 3

Turn 3

Carthaginian forces drew a no event card. They continued their advance in the centre and the elephants charged into contact with the first line of the Romans. On the left flank their light cavalry crossed over the river to harass the Roman light infantry.

Roman forces drew a no event card. Their light infantry and catapults continue to shoot at the Carthaginian centre, and their first line of heavy infantry are engaged fighting the elephants.

Turn 4

Turn 4

Carthaginian forces draw a no ammunition card and units will not be able to shoot this turn. The movement of their light cavalry and heavy cavalry across the river was slow due to the larger base sizes (8 inches) makes repositioning units a slow process.

Roman forces with a no event card continue to shoot at the Carthaginian centre with combination of light infantry and catapults. In the centre the battle against the elephants continues.

Turn 5

Turn 5

Carthaginian forces draw a demoralisation card and attacks by all units will deduct an additional 2 from the dice score. This is unfortunate with the elephants still pressing on the first line of heavy infantry in Roman centre.

Roman forces draw an initiative card and one units will be able to make a double move or extra attack in combat. The heavy cavalry on the left flank used the card to make and additional move and swiftly charged the Carthaginian light infantry who had advanced out from the town.

Turn 6


Carthaginian forces get a no ammunition card, but the action was with the elephants and one unit had broken through the first line of Roman heavy infantry.

Roman forces drew a no event card the second line of veteran heavy infantry prepare to engage the elephants. On the right flank their heavy infantry advanced towards the Carthaginian cavalry.

Turn 7

Turn 7

Carthaginian forces have a no effect card drawn. One unit of elephants were now engaging the Roman second line.

Roman forces draw a rally card and are able to remove 2 hits from all units. The second line of veteran heavy infantry moved quickly to eliminate the elephants. A berserk test resulted in the elephants making a last attack, prior to its removal, on the nearest Roman unit. On the right flank the advancing heavy infantry attack Carthaginian cavalry who were slow to deploy after crossing the river.

Turn 8

Turn 8

Carthaginian forces have a rally card drawn for a timely eduction in units hits. The Carthaginian heavy infantry on the right flank heavy infantry engage the Roman heavy cavalry, and reposition their centre units to counter the light infantry hovering around the other flank.

Roman forces get a no ammunition card. The heavy infantry attacking down the hill successfully eliminated the Carthaginian heavy cavalry. 

Turn 9

Turn 9
 

Carthaginian force draw a no effect card. Progress is going well on the right flank having eliminated the Roman heavy cavalry.

Roman forces get a no effect card. While the Roman left flank was struggling their other, right flank, was holding its own and the centre still held firm.

Turn 10


Carthaginian forces get a confusion card and will not be able to move just as they outflank the Roman left flank.

Roman forces draw a no effect card. The last Carthaginian elephant unit is eliminated and Roman units are starting to form a line along the river.

Turn 11

Turn 11

Carthaginian forces draw an initiative card and use it to make two attacks in the centre and mount the pressure on the Roman heavy infantry.

The Roman force get a rally card to reduce all unit hits by 2 hits which countered the additional hits caused from the Carthaginian's initiative card.

Turn 12

Turn 12

Carthaginian forces draw a confusion card and are limited to just combat not being able to make any moves.

Roman forces also draw a confusion card. Not much happened, exhaustion setting in perhaps?

Turn 13

Turn 13

Carthaginian forces get a demoralised card, but still choose to move into contact with their heavy infantry as it was close to the end of the game. 

Roman forces draw a no effect card and choose to hold their position.

Turn 14

Turn 14

Carthaginian forces draw an initiative card which is used for an extra attack while their Heavy infantry try to reorder their position

Roman forces draw a no ammunition card and hold off from engaging in combat.

Turn 15 (Last Game Turn)

Carthaginian forces get a rally card and Roman forces have an initiative card drawn. Both forces have redeployed their lines.

As neither side had the upper hand the game was considered to be drawn.

Wrap up...

The chance cards are working well and adding to an enjoyable solo game. I did have a question in my mind about whether some of the chance effects should apply to the whole army or player chosen units? For example: demoralisation, out of ammunition, rally, and confusion. Overall, and having played a few other games where effects are across the whole army and games where the effects are limited to a few units, I have decided to stick with the effects applying to all units as it creates a greater level of uncertainty.

Since playing this game I have made some modifications to the veteran units rules and added commanders and will most likely post them in the next week or so. For the moment I will be sticking with the OHW rules as I am enjoying the games and will now plan for a campaign.

In many ways this game marks the end of my Ancients project, having created the game mat, buildings, and painted some 500 plus HAT figures. There will be the odd addition, for example I purchased some Spanish cavalry last week to add to the variety of cavalry, but the armies are now pretty much completed.

14 comments:

  1. Perhaps you could steal the ideas from Command & Colors ancients; the cards apply to specific sectors (right wing, left wing, centre) or specific troop types (LI, HI etc).

    https://www.commandsandcolors.net/ancients/the-game/game-boxes/base-game/557-base-game-card-list.html

    Neil

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    1. Hi Neil, It is quite tempting to remove some of the no effect cards and replace them with limited actions along the lines of C&C. Thanks, Peter

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  2. Great AAR report as usual. That temple you made looks brilliant!

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    1. Thanks. I was very happy with how the temple turned out.

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  3. That table looks stunning Peter, Punic Wars battles are always good fun in my opinion.

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    1. Thanks, I am certainly enjoying gaming in this period.

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  4. A great looking battle - reminiscent of the photos from the Charles Grant Ancient Wargaming books. Your armies look great and the rules also gave nice game but I think a bit more cavalry on the wings would bring the game to life more, and surely you need some Gallic warbands?

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    1. There certainly an old school feel to the look of the game. I have some more cavalry on the way, and as for the Gallic war bands, I have some but decided not to use them in this game. I even got some Gallic chariots because I liked them, although they may not historically accurate.

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  5. That's a lovely looking game Peter and the chance cards seem to be working very well. Personally I'd go for the cards affecting a unit or maybe a wing, rather than the whole army, but that's just me!

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    1. Thank you kindly. Another suggestion from Rob on the rally approach was to only allow rallies to occur units are within a set range of the commander.

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  6. Great looking game. Thanks for sharing.

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    1. Thanks. It was an enjoyable game to play.

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  7. I'm with the others, a superb looking game with beautiful figures/units, Peter.
    A visual feast!
    Regards, James

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    1. Hi James. Thank you. It is always enjoyable to get recently painted units on to the tabletop and in a game. Regards, Peter

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