The second battle of the campaign has Hannibal and his army battling a Roman army along the banks of the river Ticinus.
The tabletop was decided by terrain cards and set up with a river down one edge and hilly ground on the other flank. |
Both armies deployed |
The order of battle...
- 5 x heavy infantry (1 unit of veterans)
- 1 x light infantry
- 1 x light cavalry
- 4 x heavy infantry (1 unit of veterans)
- 1 x light infantry
- 1 x elephants
- 1 x heavy cavalry
Because the army is commanded by Hannibal the Carthaginian army replaces a no effect chance card with an extra initiative card. (If not commanded by Hannibal they would have just replaced a rally card for an initiative card.)
Deployment rules...
The units were deployed using a set of rules I am still playing around with. They have been influenced from reading Solo Battles. Essentially my 6 by 4 foot tabletop is divided into three parts of 2 foot along the army's base edge, so there is a centre area and two flanks.
Deployment notes |
Players dice to see who goes first, then they deploy alternatively their first, second, and final lines of units.
In their first round, players deploy their first line of units up to 18” from their baseline. Only cavalry, light infantry, and warbands (which move greater than 6” normally) can be placed on flanks. There are no restrictions on units deployed in the centre.
In the second round, players deploy their next line of units up to 12” from their base edge. The same unit restrictions apply for the flanks.
In the third, and final round, players deploy their final line of units up to 6” from their base edge. Heavy infantry can be rushed into position and placed on the flanks but sustain 2 hits if used on the flank.
On to the game...
The Roman heavy infantry are holding against the pressing Carthaginians. |
Roman heavy infantry shore up the left flank and the cavalry withdraw but remain a threat. |
In the centre it was a grind with each army's heavy infantry trying to wear down their opponents. |
It looks like the Romans only had one unit left at the end, do you play to 15 turns or until one side is annihilated, whichever is sooner? Brevis Tercios limits games to 8 turns and the victory conditions allow for a win in turns 5-8, with the margin of victory required for win diminishing with each turn.
ReplyDeleteThe Romans are going to have to pull something out of the bag to recover from this bad start - 3 games, 3 defeats!
I called the game when the Romans were reduced to one unit. I think it was around turn 10 or 11 as I had a few cards still to go. Rome may well have to get some new generals!
DeleteAnother great looking battle, your deployment rules are very interesting too.
ReplyDeleteRegards,
Paul.
Thanks. The deployment rules are proving an interesting constraint.
DeleteYour forces look absolutely superb on the table, the larger unit sizes are a great idea. The deployment rules sound fun too
ReplyDeleteI am enjoying the look and playing with larger units. Thanks.
DeleteA great looking game and nice to read about the deployment rules etc.
ReplyDeleteThank you. I think the deployment rules add to the game and I will definitely be keeping them in one form or another.
DeleteWhat a lovely looking game - photo 1 says it all.
ReplyDeleteFor the ancients games the larger units in their lines certainly look the part. Thanks.
DeleteWonderful table, troops, and report, Peter. If it keeps on like this, it will be "Hannibal ad Portas" before long!
ReplyDeleteThanks. A good opening couple of games has set Carthage up to threaten Rome.
DeleteAnother great looking battle Peter. I like the deployment rules that you are using based on Solo Battles. It's one of the concepts that I really like about Lost Battles as the deployment of the armies was such an important part of the period, influenced by ideas and philosophy and constrained by logistics, terrain and flexibility of the troops. Such an important part to include, I reckon.
ReplyDeleteRegards, James
Hi James, From reading Lost Battles deployment it does seem to have been viewed as important due to the constraints of the day, and having rules on this add another dimension to the games. Regards, Peter
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