Several months ago I posted some reports of battles fought using Philip Garton's 'Three Ages of Rome' rules, together with comments on the rules arising from those games. My son, who bought them for me, encouraged me to keep experimenting with them but other projects took over.
A couple of weeks ago I noted from the Society of Ancients Forum that a Facebook page had been opened for those interested in exploring the rules further and I also found a report of a game played at the Cirencester Wargames Club and accompanying review of the rules by Keith Flint, who is the inspiration behind the Facebook page. Nudged by these signs of interest - and by the opportunity to play a couple of games while my son is back over Christmas - I have dusted off the rule book, looked through the amendments that Keith has proposed and with the help of the QRS he has prepared will be running a few games to see whether I can be persuaded that these are a good addition to the repertoire of rules for ancient warfare.
Before doing a battle report, let me set out what I find attractive in the rules as they stand, what seems problematic, and what changes have been proposed.
The first attraction is that the original rule book provides scenarios with army lists for 6 battles, two from each of the three ages - Expansion, Empire and Decline - together with another 23 free standing army lists that you can use to make up forces for your own games. For the age of expansion, the army lists are early Republican and Marian Roman, Apulians, Carthaginians, Gauls, Numidians, Spaniards and Germanic. Each list works in the same way. There are a fixed set of units that each army must have, together with a pool of other units from which a player can select as they wish. As the system is intended for use in balanced games, there is a points scheme which ensures that each side is able to field an army worth 30 points - 24 of these coming from the fixed set, 6 from the open selection - or from the core units of an allied army. A standard massed infantry unit costs 2 points, pike blocks 3, light infantry 1. Cavalry cost 3 points, light cavalry, chariots or elephants 2 points and Cataphracts 4 points. An interesting feature is that some units are classified as adaptable, meaning that the player can chose to use them as a massed unit or to break them down into two light infantry units during play. The lists indicate for each army how each category of troops can be equipped and how many can be veteran, trained or raw. All told, combined with the flexibility of basing, allowing you easily to use your existing basing scheme, it is a simple way to set up a game with your friends.
Next is the terrain generating mechanism. A simple table is used by both sides to roll D6s to find out how many terrain items of which kinds they can place. Clear rules on the size of terrain pieces and how they can be placed are provided. It is a model of clarity and two separate tables are provided, one for Mediterranean and Middle Eastern Battles, the other for Northern European conflicts.
A straightforward system for organising and directing armies for battle is provided. Each army has a permitted number of commanders, usually 4 for armies with better command structures - Romans and Carthaginians, 3 for others. The quality of these generals can be varied - again using a simple set of D6 rolls to decide these. The key aspect of the generals is that they govern movement in the game. Each has a card or token, the sequence in which these are drawn each turn determining the sequence of activation for movement. Furthermore, at the start of each turn, for each general the player can decide and place a concealed marker indicating whether that section of the army is to attack, hold or withdraw in the current turn. When the general's card or token is drawn, the marker is revealed and all units under his command have to act in conformity with the direction given. How they may interpret the directions is clearly specified. This gives the players important decisions to make at the start of each turn, combined with uncertainty about whether they will be able to act before their immediate opponent.
Once movement has been completed, missile shooting is dealt with, followed by any hand to hand combat. Both use a similar mechanism, rolling 1 or more D6 and needing a 4+ to hit, modified by a simple list of factors - raw and disordered troops get negative modifiers, veterans get positive ones. Both sides can try to save hits, again needing a 4+, with dice rolls being affected by a different set of modifiers. The effect of hits in hand to hand combat differs from those from missile fire. If hits to each side in hand to hand combat are equal, the melee is drawn and has no effect. If one side gets more hits on the enemy, bad things happen to that enemy, increasing as the number of excess hits increases. All this is clearly set out and easy to follow, as are rules for pursuit by victorious units. Clear definition of flank and rear contact is provided. All in all, it is very easy to pick up these rules for combat.
Each turn ends with a chance for players to rally units - called reforming. Once again, a D6 roll with modifiers applied determines the outcome. Each command that has lost its general or had a unit routed must take a confidence test. Failure to pass the test makes the command fatigued and it may not attack in the coming turn. A fatigued command that fails a test becomes exhausted and must use a withdraw order in the coming turn, an exhausted command that fails a test collapses in rout. An army containing a fatigued or exhausted command must test to see if it stays in the field. A helpful table provides quick reference to see whether an army in this situation is able to pass a test and what it needs to roll to do so. Once again, this is all clearly laid out and easy to follow.
The only criticism of the way the rules are presented is that the lack of an index makes it imperative to have read through carefully before playing. The terse QRS at the back of the book makes a half hearted attempt to address this by referring the player to chapter and page numbers, but this defeats the point of a QRS and leaves room for uncertainty during play as well as slowing things down.
This brings us on to how the rules work out in practice. Here, I think that people will have different sets of concerns depending on whether their objective is to have an enjoyable game without getting hung up over historical accuracy, or to have an enjoyable game with a good sense of historical realism. For the latter group, among whom I am usually to be found, there will be a number of problems that call for significant modifications. Whether this can be done within the frame set by the rule system is the interesting question to which I will return when I have play tested all the changes that have been proposed by Keith Flint and his fellow gamers.
The main thing that I encountered that impinged on enjoyment of the game in itself was the behaviour of skirmishers. These are not required to evade an attack by massed infantry. If they stand their ground, they have a fair chance of drawing a combat, which can cause an enemy battle line to break up. Indeed, as a skirmisher unit is recommended to have half the frontage of a massed unit, two can face off against one massed unit. As each skirmisher gets one D6 in combat and the massed unit gets only 2 D6 - which it then has to divide between the two skirmishers - victory of skirmishers over massed troops in head to head engagement becomes a not improbable result. The Cirencester group have not liked this any more than I do and have proposed two changes. First, they require skirmishers to take an evasion test, only standing their ground if they fail the test. Second, they have a rule that skirmish units have to be one base width apart, so cannot fight massed units on near equal terms. I agree with the first change but have dealt with the second point differently. My basing system for skirmishers is to have two figures on a 50mm base while massed infantry are 4 figures on a 60mm base - with 2 bases thus giving the 120mm frontage recommended for a 20mm massed unit under the rules. Giving a skirmisher unit two bases as well and they have a 100mm frontage, leaving too little space for a second skirmish unit to front up to a massed unit.
Persian skirmishers - a single unit on a 60mm frontage - holding up a Macedonian phalanx under the original rules! |
Gauls exploiting a combat success against Romans |
A further modification has been proposed to the combat mechanism itself. This is to allow a melee to continue through several rounds in the same turn until there is a result other than a draw. I have not tried out this approach yet as I wanted to see if the new rule on reforming might be sufficient in itself and I do have some concern as to how allowing multiple combats in the same turn might affect the balance of the game, particularly where fought between Macedonian phalanx blocks and Roman Legions. In the rules as they stand, the Romans need to be able to get a flank advantage to give themselves a reasonable chance of defeating the pikes. If the pikes are able to keep pushing on the first turn of contact before the Romans can use their greater flexibility to attack a flank, it may be too much of a pushover for the pikes. That is something to try out later.
There are several other changes being used by the Cirencester group that I will add into the mix for later tests. For the moment, let me report on the first trial, a contest between Romans and Gauls on some forgotten field.
On the other flank, the Gauls sent forward their light cavalry to goad the Romans into reacting, which they did, charging with their heavy cavalry. The Gallic light horse evaded but the Romans then failed their test to charge home against the second line of Gallic heavy cavalry, leaving them vulnerable to a flank attack. |
At this point the Roman side decided to throw in the towel as they had no reserves with which to plug the gap in their centre and both flanks were looking shaky.
Our first impressions are that the modifications we used work well. They do not complicate the mechanisms in the original rules and, at least in this battle, seem to give outcomes that are not wildly unexpected. So, on to the next test when time allows.
Brilliant review and associated options for countering the issues with the std rules
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