Showing posts with label RULES. Show all posts
Showing posts with label RULES. Show all posts

Tuesday, 19 May 2020

Jeux avec des galères anciennes

A great series of battle reports with a variety of scenarios can be found on the blog of the Brest Historical Games Club  JHP.- Jeux d'Histoire du Ponant.

Battle of Tauris Island HERE
 Not only do they have nice ships, they have nice scenery. (Which ship models ? Ed.)
Nice ripply tabletop.
Still an annoying tendency to throw wierd markers over a nicely made game but.......


Battle of Sybota HERE

The rules used are a modified versionof a set published in Vae Victis magazine in 1996  and Poseidon' Warriors - reviewed HERE.

Battle of Chios HERE


Very nice models and scenery used in varied scenarios to game the best type of wargame!

(Of course the blog is in French. Use Google Translate)


Monday, 29 January 2018

SHOCK AND OARS

http://www.shockandoars.com/
CLICK TO VISIT

The development of my rules has taken another step....

Thursday, 18 January 2018

Paper/Card Fleets and Corvus Rules

Over at KINGDOM OF IRANISTAN blog there is a nice summary of the author's investigations of rules and models for large galley battles.


Go and have a look HERE

Sunday, 10 December 2017

NAUMACHIA RULES IN ACTION

 A blog discovery. A fantasy campaign using Rob Langton's Naumachia rules with 1/1200 ships.
A nice game at Battle for Breakfast and Theatre for Tea Blog  HERE

Tuesday, 31 October 2017

Romans v Seleucids : Ad Mare Bellum

Another test battle. Abbreviated.

I tried this to see what would happen with a strong but outnumbered fleet in these rules. Also to use light ships and more with missiles and boarding.

The Seleucids had-
Squadron  A 2 Fours 4 Threes 4 Lembus
(here Lembi are dieres/bireme, Lembi were more on a par with a Three than a ship's boat...)
Squadron  B 2 Eights 4 Fives 4 Fours
Squadron C as A

Romans had-
2 x Squadron : 5 Fives
1 x Squadron : 1xDeceres 4x Fives with corvus


The Seleucids advanced and sent the light flanks out wide to try and stretch the Roman line.
The Romans opened the right to match the length of the enemy flank. Kept the other squadrons tight.

The flanks meet before the centre and there was an exchange of ships which favoured the Seleucids who had more light vessesls. Even if they meet and lose to a Five then a companion ships comes up and takes the Roman in the side.


The sequence problem reared its head a few times. At this point, for example, the Roman(Red cards)  knows he has the next two phases to himself.

The centres come to grips and the heavy ships cannot knock each other out frontally quickly. The Roman flanks are overwhelmed and the Seleucid flanks come in to close the net.


At this point a cat jumped on the table and the Romans ran for home under cover of the chaos.


Seleucids 1 : Romans 0


LESSONS

1) Light ships can still sink heavy from beam attacks. The heavy cannot reply suffciently with missiles to keep them off.

2)Bow-on ramming is nowhere near as bloody as in Poseidon's Warriors. It is about right I think - usually stalemate between equals or heavy ships have upper hand.

3)Manoeuvre is not very decisive. I think limiting turns is needed in addition to  separating speeds according to classes.
I used :
Ships up to FOUR can turn 60 degrees in 1 inch.
Ships Five to Six can turn 45 degees
Larger turn max 30 degrees

A contact on a turn inch is a collision not a ram.

IF A SHIP DOES NOT FIT WHERE IT WANTS TO GO THEN IT CANNOT GO THERE - THIS IS AT THE ACTUAL MOMENT THE PLAYER IS MOVING THE SHIP
This means the sequence a player is choosing to move ships is important. No fudging and saying ' oh, it will fit after they have all moved and it is tidied up'. Ships need space. Big ships need more space.


This means speeds need adjusting too -

Three =6 inches.
It is universally accepted that the Three is the fastest galley it is possible to construct.
Others less than Five =5 inches
Five to Seven = 4 inches
Larger =3 inches


4) Boarding and  deck fighting lacks something. A marker is needed for LOCKED and CORVUS.
Multiple combats need a system.

 I used...
'Each combat is diced separately. and is simultaneous.'

5)Deck crews/marines : a trireme crew will inflict much more damage on a larger ship's crew if it wins. A step reduction rather than just 'halving' is needed.

I used...
'Crew hits give -2 to Marines strength and Shooting Strength. Not to Artillery.'

6)Artillery and shooting. It seems odd to have different Shooting and Marines factors. The argument for a concise set of rules should support a single deck soldiers factor and they shoot as well.
Artillery shown by letter for size of piece. Dice when a CREW hit and a piece is lost as well.

I will use  (X) light/poor troops,  X standard troops, [ X] heavy/better troops.
Where X is a combat factor equating to the number of men.
Shooting will use the X number.
Fighting will use X -2 for the light,X +2 for the heavy troops, otherwise X.

7) No difference between a Six and a Seven and Eight and Nine

8) A WRECKED ship is diced for to see if it sinks. Usually, ancient galleys did not sink but settled in the water , possibly capsizing.
I used :
A WRECK is still manned and can be boarded and defend itself. It counts for a prize if taken.
A 'sunk' WRECK is an 'ABANDONED' ship. It cannot be taken as a prize and has no crew, it drifts.
This means an extra marker...

9) Corvus in boarding. If two ships are LOCKED with a Corvus then it should not be possible to separate the ships until both ships are in control of one side. By its nature, the boarding bridge could not be raised again in a combat situation.

10) There is no provision for a rammer getting stuck.

I used:
ANY ram contact dices to see if the attacker has its ram stuck fast in the target. They will not be separated again by any means during the game. When wishing to break contact throw 2xD6 score 2 or 12 and it means you are stuck.

11) Acute angle ramming down the side of a targe is, as with all sets of galley rules, a potential problem. Acute angles aid defence but are great for atttackes to penetrate lines. There is no intended rule for oar sweeps clashing.
I used:
If a ship cannot fit into the gap to get its ram in contact with the  edge line of the target's oar sweep then no attack can be made. If its oar sweep will touch before the ram then no attack can be made.
Alternatively, allow this touching of oarsweeps to cause a DAMAGE on BOTH ships with no throws for KOing artillery.

12) DAMAGE'd status is very comprehensive. It affects, Missile factor, deck combat and speed and contributes to wrecking. What does it represent?

I used:
DAMAGE is oars broken/rowers killed, steering, hull damage.
Speed is halved. Turning is one class worse.
Corvus is made ineffective by listing, damage or operators killed.

13) Usual problem of keeping young cats out of the room when dice are rolling and small counters are being moved.....too attractive !

Saturday, 28 October 2017

Ad Mare Bellum

To War at Sea ! is where we now go with David Manley's  set of rules from Long Face Games.

I bought these as a PDF download for a fistful of dollars .i.e. 1 dollar per finger from Wargame Vault.com.  Now 7 dollar I think. This is crazily cheap for the effort it takes to make a set of rules. One can buy them without deliberating too long. The format is not what you get for a hardback full colour tome but neither do you expect it. There are some colour illustrations....

I reviewed the initial appearance of the booklet HERE. I have now done some test games. I did them with card printouts because I do not have 1/1200 models.


SHIP CHARACTERISTICS
Some oddities here. A Five(quinquireme) could have 120 fighters on deck and gets 6 as its combat factor viz. deck fighting. A Three(trireme) could have max 40 men on deck but usually 12 or so - this gets 4 deck fighting factors ... The Five can shoot but the Three gets no missile capability..a bit odd. Fours and larger were by definition closed ships so designating them C-cataphract is a bit redundant and then they only get a minus 1 in shooting as a benefit.. .
Anyway, it is traditional to quibble with the data tables in a set of rules and they can alway sbe amended to one's own liking so this is no real problem.
Then the characteristic of 'Stoutness' - not a very ancient term, could equally be called 'Bottom'. Why not plain old 'Strength' or 'Defence'? Maybe DISPLACEMENT is a good alternative, an indication of the bulk and strength of the hull.

Early optimistic formations - need to be tighter
ORGANISING THE SIDES
No real fleet lists but, rather, suggestions for proportions of types. It was also tnecessary  to decide if the whole fleet must stay within 10" of the commander or this means a squadron staying within 10" of its commander - must mean the latter. (page 6). No points system.

TABLE
A small metre square table is envisaged with shallows, rocky shores and sandy shores. Terrain advice is minimal. I used a small table with no terrain features.

Card sequence - scary if enemy gets his cards in a row
 GAME TURN
Each side gets three impulses randomly mixed and sequenced by using cards. I could not really see why this is superior to IGOUGO on a dice throw, One problem is that if side A drew two or 3 of its cards then the other side  know for certain they have 2 or 3 successive moves to use uninterrupted. I tried dicing for the sequence and deducting 1 to the side which was  first in the last go. Uncertainty remains at all times. It may be possible to let individual squadrons move rather than the whole of each side without wrecking the game...even more exciting.

MOVING
This game is not big on moving and manoeuvre. So much so that skilled nations get a +1 in combat for being good rather than any capability to do extra stuff in their physical movement. Sailing ships cannot sail within 60 degrees of windward and nor can they tack..They never turn at all ? Ships turn at the start of a move and half way through  but not at the end. I presume this is to stop sneaky stuff in getting in ram attacks at sides . The different classes do not seem to be suffciently different in capabilities. However - this is a justifiable trade-off one can make to give a more playable game with many ships. I used 60 ships without any problems. There are no special rules for diekplous and periplous. Ships back at half speed. Larger and smaller ships can turn equally well.


Plunging in to open formations gives a lot of beam attacks

There is no mention in the rules of formations or special rules for them. I ended up, after some games with a lot of sneaking-in beam rammings, with squadrons adopting tight phalanxes and the manoeuvre being in squadrons rather than risking individual ships doing heroic actions. This is a good feature of the rules - more realistic tactics get rewards in the game.

SHOOTING
This was OK but a bit repetetive with the dicing formula. 'Engines' 'fire' in this game..aaarrggh.
With the number of dice I was throwing a simple score needed to do damage would have been nicer, but the results did not give too much carnage which was ok.

Maybe taking off a stone or arrow marker when an artillery piece has shot is better than adding a puff of cotton smoke - both have to be adjusted at the end of the turn . Engines only FIRE in one of the three impulses but there is no restriction on which one. Shooting arcs and LOS are rudimentary and a simple LOS allows all weapons to shoot at a target. Maybe the centre of the ship should be used.


RAMMING
Not much technical detail. Move to contact and you're in. No minimum run-up or speed necessary. Again this is an OK trade-off at this scale. A different formula for stern, beam and bow attacks makes a nice variation of results possible. Not too onerous and gives a spread of results. Does not equal the carnage of 'Poseidon's Warriors' unless very unequal types are clashing. Could easily be tweaked.

BOARDING
This could be done with small troop blocks in 1/600 or larger. In 1/1200 it is just dice and a few markers but relatively painless. The shooting allows for softening up a ship then nailing it with boarders. Again, realistic. Not much detail for the corvus or other boarding devices. Boarding inclined nations get a +1 for their art. Tweaking possible.

Multiple attacks - there is no advice how to adjudicate them.

General level of chaos and damage can be quite satisfying : essential to try and keep some ordered squadrons in reserve
OAR-RAKING
The much-loved splintering of oars is not catered-for specifically  but ships can be 'DAMAGED' or 'IMMOBILISED'.  Simple collisions cannot occur.

DAMAGING THE ENEMY
The combat results are a bit uneven. Repeated 'halving' gives needless calculation when a subtraction would do the job, surely? A second 'CREW' hit in one phase does no further damage for some unexplained reason. Also the 'CREW' seems only to mean deck fighters. A 'Damaged' ship loses some of each of its boarding, shooting and moving capabilities - it seems to represent a mix of physical damage and crew casualties.


MORALE
Fify percent rule. Modify it to taste.

GENERAL
There were some crucial clauses that were hidden away a bit but once found they were easy to remember. I may make a better QR sheet than the one provided.

The layout is more old WRG than decimalised heirarchical referencing but I prefer that. Just read and try them a few times to get to grips.

CONCLUSION
Make some nice markers if you have nice ships!

These rules seem to have been playtested. Others do not have that quality. They work well with a lot of ships. The action and results gives a flavour of a big galley battle even if the element of manoeuvre is somewhat lacking. If you use multiple squadrons and more than one line or try and sneak ships through in columns you can get some authentic tactics going.

There is no excess complication but most things are represented. If a certain aspect is your hobby horse then just modify the rules to your taste.

I would change the characteristics chart and make a 'fleet generator' table.

These rules beat the Sof A Corvus rules and Poseidon's Warriors in my opinion. They do not use a grid - great ! The enjoyable part of them is picking on a few enemy vessels with missiles then finishing with boarding or getting a squadron in on the flank and watching the enemyl line flee in panic.

Let's face it,  7 dollars and some ink and paper is not much for a galley-lovers' blood sweat and tears. The fact that they give a fun game that feels like an ancient galley battle means..buy 'em and try' em.
Let battle commence!

Now I think I will try some games with my 1/350 models.....and a big game.

And I put up a QRF same place as the Toblerone simple fleets.

Sunday, 23 July 2017

AD MARE BELLUM - New Rules

'War at Sea' is the title of a new set of 'quick play' rules from David Manley. They are designed for 1/1200 models and a small table but can be used with 1/600. They can be got for almost no money at Wargame Vault so there is no real excuse for not investigating them, at least. - They cost less than a single large galley model !!! The emphasis is on a workable game which, while not a simulation, gives a feel for ancient galley warfare.
Beyond the ship scale there are no scales given. The whole effect is a little abstract, especially when one looks at the ship characteristics. But if this is done to make a playable game it can be worth it.

The presentation is an A4 PDF with some colour illustrations, figures, tables and Quick Play sheets.
The rules are concise and readable. Some comments are given to explain or support interpretations given in the rules.
N.B. If you make a set of PDF rules it is a bad idea to use a solid colour background anywhere in the design. Home printers get drained easily.

There are fleet lists with national characteristics but no points system or suggested fleet compositions for a fight. Squadrons of no larger than 10 ships must mean they are intended for largish actions on the table

The ship types table includes types from the Bronze age through to early  medieval times so you can try Sea Peoples against Vikings if you so desire.

The game turn is a chance sequence of 6 activity segments, 3 for each side, in which you can move ALL your ships each time!!! But when they occurr is determined by a card deck, so you can be massacred by poor card shuffling - or see your dream manoeuvres crumble...

Movement is easy with all types having the same manoeuverability, just differing speeds. Sailing is simplified so that one cannot raise or lower sail during the battle (? as far as I can see?) nor can galleys -  or round ships -  tack, apparently. 

All combat mechanisms are simple and use a single D6. Results are not nuanced, as one says these days.  But this is what one wants for many ships and short playing time ( and reduced brain fatigue). To further help reduce brain ache there is almost no book-keeping, only 5 types of marker being required or a ship status chart. I can forsee a horrible day for the Carthaginian player when he looks helplessly on as  the Roman draws all 3 action cards in succession and wipes out all ships within range.

Morale is elementary with a 50%  rule but some variation is added by the possibility of giving squadron commanders different characteristics such as 'artillry expert' or 'Bloodthirsty' - which affect their scope for action in the game.

I will make some test games in the next few days and report back.

Wednesday, 3 August 2016

ARGINUSAE 1:1


Ongoing test with 270 triereis (simple card prints) on a 6x8 table. I will redo this with Outpost 1/3000 ships when they are painted !
Historical deployments. Athenians covering the western island.
 
The Peloponnesian fleet starts to form a battle line.

Athenian flanks advance to put pressure on opponents. P. commander will soon face twice as many ships as he has in his squadron.Historically he was killed - maybe this is why ?

NAVARCHUS : GET STUCK-IN IN 6MM

NAVARCHUS, by Richard Evers has not got much attention from gamers as far as I have read. It should get more. It was published in 2013.


This is a rules set for 1/300 galley warfare aimed specifically at the Punic Wars. A typical game has up to 12 ships a side organised in squadrons of 3, so this is a game for tabletop clashes with detail and colour rather than full-size refights of ancient battles.


The book is available in full colour or black and white from LULU:COM. It is 74 pages in A3 size.
There are templates and a quick-reference sheet. There is a minimal amount of background material and a list of engagements for the Punic Wars period.

Two things I particularly like are that the author sets out his priorities - playability, detail, period - and the book gets across some excitement and enthusiasm  for the topic. The game is not reductionist, it includes desirable detail to give atmosphere and historical accuracy but is playable because it has been tested. One-Brain-Cell Rules do not rule, in my opinion.

The scale Evers and his wargames group, Militia Brabantia, prefer is 1/300 but the rules can be used in scales from 6mm to 28mm. One nice aspect is that one can use ROMAN SEAS card ships. They repaint them and set broom-bristle oars on them and make other customisations. 

There  are plenty of photos in the book, including some of games, models and historical remains. There are also diagrams which are very clear and which supplement explanations of rules very well.

There suggested scenario formats and a ship characteristics table - up to a '6' - and a points system.

MOVEMENT
I have written on this blog about the brain-killing possibilities in accurately and simply reflecting ship movement. Here ships make 'normal' or 'closing-in' moves i.e. attacks. This rules set has a neat solution in determining who moves first and how conflicting moves are resolved. The players have to give orders each turn and a ship which is first to move may not be the first to fight. A flow-chart to make this go more smoothly is included. Ships can move under sail or oars. The game uses templates which set out zones within which a ship can move and turn.

FIGHTING
Deck troops and artillery can shoot at other ships. Marines can 'jump' onto other ships or defend their own or use a 'corvus'. The rules are made to allow for 'heroic actions' and justify painting individual figures. Ships can ram or rake each other. Ships sink without trace, apparently.

Deck crew and officers get caught up in the fighting and 

There is a lot of detail without making the game stodgy. I welcome them as a way to use ROMAN SEAS ships whereas I have generally moved away from 1/300 scale. The set was developed within a wargames club and benefits from the playtesting  and priority on making the game interesting. You must think about manoeuvrering and how to get in the attacks you want. It is suited best to a small number of ships but would make a great multi-player game.
There are some typos in the book but the author is not a native English speaker and many UK/US books have just as many. In book is very well laid-out and the rules presented clearly. There is no index but in general a very good example of how to do wargames rules. In terms of galley warfare, the focus on getting a feel for the way such ships move and the complexities of multiple ships in combat is well conveyed. For Punic Wars naval fighting these rules do the job well.

Sunday, 24 July 2016

Arginusae 406bc : A Seanario with many variants

BLOOD AND SPLINTERS IN HIGH SUMMER

At about this time of year 2410 years ago the Athenians won a victory in battle at sea that was one of the most surprising and spectacular in their naval history. It became, also, one of the most painful and shameful events in the political history of the Athenian democracy. In wargame terms it is an interesting battle because the two sides involved are relatively balanced and the outcome by no means certain. In addition, our knowledge of the battle is limited and this gives many possible iterpretations of the original engagement to allow many different refights.

I will not go into detail on the circumstances leading to the battle or the subsequent controversial events. These can be found in any book on the history of the Peloponnesian War. There is more than enough meat in just detailing the battle.

This is not a totally prescriptive seanario but I have tried to include all necessary detail sfo ryou to make your own interpretation too.

THE SITUATION
An Athenian fleet of 150 ships had been assembled at Samos at short notice to come to the relief of thier forces blockaded in the port of Mytilene on Lesbos and overnighted at the Arginusian Islands to the south. The Spartans and their allies had a fleet blockading Mytilene but their main force; of 120 ships, overnighted at Cape Malea, the southernmost tip of Lesbos, intending to face the oncoming Athenians next day.


DETAILED ORDERS OF BATTLE ?
We have no detailed list of ships and personnel for the battle but we have more information on the Athenians.

The Spartan fleet probably included many mercenary rowers and crews  paid for with Persian money. Some proportion must have been from the Spartans and their key allies but at this point in the war they had atttracted many professional seamen from wider afield by offering bette pay than the Athenians. In addition. because the main Athenian fleet had been defeated and blockaded into Mytilene we can infer that the Spartan side had better quality vessels. Trieres were divided into three classes according to their seaworthiness: 'Fast' ships were more agile and speedier through the water, 'Slow' ships were more sluggish to accelerate and turn. The remainder had unexceptional performance. The Spartan fleet  had dEmonstrated its ability by defeating the Athenian fleet outside Mytilene and we can surmise it had few inferior vessels or crews and maybe a preponderance of the best classes.

Spartan Fleet ?
The Athenian fleet was a triumph of ad hoc organisation. Upon getting word of their fleet's plight the city had mobilised everything which was trieres-shaped and had positive bouyancy and found crews made-up of slaves, shopkeepers and even the upper crust. The ships from Athens were supplemented by allied ships and any Athenian vessels at liberty in the Aegean. There were 150 ships in the following groups.

Even crayoned-in vessels were called upon to sail out from Piraeus to help
ATHENIAN SHIPS ( many would be rated slow and have inferior crews) 60 or 90 in 8 squadrons.
ATHENIAN SELECT SHIPS 13 (commanded by Athenian military officers and probably good quality)
ALLIED SHIPS 15 in all ? ( 10 from Samos and other allied contingents). Probably competent crews.

THE DAY OF BATTLE : THE SPARTANS
After an intended night-attack was called-off due to bad weather, the Spartans put out to sea probably at first light and sailed directly over to the Arginusian Islands to meet their opponents. The night attack and the purposeful approach were typical of Callicratidas, the Spartan commander. He was a Spartiate and went by the book. Attack and win or die fighting. He hoped to hold the initiative and destroy the Athenians before they could unite witht the 38 ships in Mytilene.

Callicratidas cannot have seen the Athenian fleet across 18 km of sea. he may have had some intelligence from fast scouting craft. In any case, he probably set out before the Athenians were at sea. The 120 ships cannot have crossed the water in line-abreast because the formation would have fallen into disorder rapidly as different crews maintained slightly different speeds. Most probably, the squadrons making up the line each proceeded in file, led by their commander, intending to come up to form a continuous phalanx as they approached the enemy. Callicratidas was leading the rightmost squadron as was the usual practice. It is significant that Callicratidas cannot have known the exact disposition of the Athenians. Once he was close enough to see details his options for rearranging his line or for issuing new orders were very limited.

The contemporary writer, Xenophon, tells us the Spartans intended to use their superior capabilities to use diekplous and periplous tactics against the Athenians. These tactics involve using speed and sea-space to penetrate and circumvent the enemy line. To this end, the file formation of the Spartan squadrons would be well-suited. They could approach at top speed and glide through spaces identified in the enemy ranks. Diodoros Siceliotes, writing hundreds of years later, says that the Spartan fleet was divided into two to match the Athenian disposition - the left half being commanded by a Theban general. He is, however, a creative writer guilty of sometimes inserting credible but anachronistic elements into his histories.

Best to ram anywhere except head-on.
The Spartans may have approached in file and then swung into line to form a solid phalanx to face the enemy before engaging. In any case, the Spartans found themselves facing a novel Athenian deployment with little chance to equivocate or reorganise before joining battle. A Spartiate general would not have been well-disposed to do either, especially when he was confident that he had the best materiel for the fight.

THE DAY OF BATTLE : THE ATHENIANS
The Athenian fleet overnighted on one of the Arginusian Islands. The commanders cannot have had so much intelligence as the Spartans because they had approached from the south into areas dominated by the enemy and Callicratidas was confident enough to consider a surprise attack after the Athenians had anchored for the night. The islands were, however, colonised by Athenians and watchers from the cliffs would have sighted the oncoming enemy fleet soon after it put to sea. Crossing the intervening waters at an easy 7 knots so as not to be exhausted for battle, would take the Spartans an hour or so.

The Athenians had eight naval generals present and in concert or under direction of the day's Commander-in-Chief, they deployed their forces in a way designed to compensate for their inadequacies and neutralise the Spartan advantages. The key feature of the disposition was that the ships formed in a double line. In this way any enemy vessels seeking to penetrate the battle line and make a rear attack - as was the aim with diekplous and periplous tactics - would be intercepted and neutralised by the reserve line.

The second feature was that the island of Garip Adasi may have been incorporated in the Athenian battle line to disadvantage the Spartans. One possibility is that the Athenians deployed with half of their fleet north and half south, of the island. This would cause the Spartans to divide or else stretch their line to cover a broad front. The breadth of line the Athenians lost by deploying in depth would then be compensated-for.
The second possibility is that the Athenian centre was lying in front of the island. In this way the weak division would have its rear protected from an enemy break-through. In both of these scenarios the islands and the shallow straight between them create a barrier to any enemy ships moving along the rear of the Athenian line if one flank was defeated or penetrated.
The third possibilty is that the battle was fought out to sea away from the islands which did not play any significant role in the battle. The incorporation of Garip Adasi in the battle line is inferred from Xenophon's account and Diodoros' comment that the Spartans divided into two to try and match the breadth of the Athenian front.

SHIP QUALITY
The ships manned by the naval officers - the nauarchs and the taxiarchs - should be of fast or better qaulity- The Samians and allies hsould be at least standard quality and maybe also fast/better.

The general Athenians standard must be  lower. Dice for each squadron as follows.

D6 : 1 = Fast (only happens once)  2( or subsequent 1's) =  Standard,  3+ = Slow

Peloponnesians dice as follows :

Division commander's squadrons always Fast/Better.

Others - D6 : 1234 = Standard, 56 = Fast

The players make a list of forces, dice and record quality scores for later proof !

 SEANARIO VARIANTS
The different interpretations of the accounts we have allow many variants for a tabletop refight. The following matrix outlines the possibilitie for 16 to 24 variants !

Each component of the matrix is explained below. The variants marked '?' are less likely to have occurred.

SPARTANS DEPLOYMENT NOTES

FILES : Means they deploy in line-ahead. Equally spaced between  wherever the ship of Callicratidas  enters and the northernmost end of line Y. Each squadron is 10 to 15 strong and is led by a commander's ship.

FILES SPLIT :  Here the Spartans are divided into two divisions. The player can choose how many squadrons of 10 to 15 ships are in each division but smallest division must have at least 30 ships.
One division deploys behind line X, the other behind line Y. One divison is led by Callicratidas, another by the Theban Thrasondas.

LINES : Means the squadrons deploy in line to form a phalanx instead of files in line-ahead.

Callicratidas must lead the rightmost file, Thrasondas the rightmost squadron of his division.


ATHENIANS  DEPLOYMENT NOTES

The Athenians can either follow the the historical deployment with divisions as outlined in this diagram:
 

Or, they can deploy freely within the division's allotted area.

A final variant is to allow the Athenian to reaarange his squadrons within the divisions but he must have a minimum of 30 and a maximum of 60 in each division. Squadrons can be 10 to 15 strong.

A) Means the Athenians must deploy forward of the white lines with the squadrons in file / line-ahead.. This means the island is not in their battle line.

B) As A but squadrons equally spaced in line-abreast / phalanx.

'IN FRONT OF THE ISLAND' means that the Centre Division deploys on line B. This means they have the island at their rear. The left division deploys at line A, right at line C.

'WITH SPLIT LINE' means that the Athenian centre deploys on line A to the right of their left division. In this way the Athenians have deployed in two blocks separated by the island.

Protomachus is considered the Commander-in-Chief.


WHICH VARIANT ?
The Athenian player can select which deployment option he wants. Dice or draw cards to see which the Spartan adopts - but he makes a sketch map and only enters the board on turn 1.


There are three further options - does either side see the other's deployment before doing their own or both choose blind of the other's choice and deploy after a sketch they must make before the first turn is made.?  (we are now up to 23 to the power of 3 variants....enough to be goin gon with i think ?)

 
THE SEASCAPE AND FORCES FOR THE REFIGHT

If you have fewer models scale the numbers down to 1/2 without too much change from the original situation.  Many fewer models than this will give a less crowded seascape and a different situation from the original engagement.

Alternatively, use the options with a split Spartan deployment and fight two battles. Indeed, Diodoros states that this battle was special because it was like two simultaneous battles, divided by the island.

Here is the layout, plundered from Google. About 4,5km wide. Make the island 1200m wide. You only need the combat area to be represented on the table. Allow some space for further combat out to sea, maybe.
The exact orientation of the battle lines is unknown. I have them facing east-west as the direct route over the strait from Lesbos.

The lines ABC are the furthermost deployment for the Athenian divisions.
The lines X Y are the entry zones for the Spartan divisions.

Areas of turquoise/green  water are shallows and rocks. All the western side of Garip Adasi are rocky coast and the island and mainland are 'friendly' to the Athenians.

Here is a 6x4 table set-up.A larger table should give more space on the flanks and out to sea.


TACTICAL NOTES
 The Spartans have a problem. Their better ships must be careful to achieve breakthroughs against the double line.They are outnumbered and so must Try to defeat one part of the Athenians before the remainder come up on their flank.

If the Athenians are deployed in front of the island then, unless pinned,  their centre can wheel out against either Spartan division.

HISTORICAL OUTCOME
The Peloponnesians attacked with gusto and must have made some impression on the Athenian line.
However, they were rolled-up from the left and, after Callicratidas was lost overboard - maybe as his ship rammed another - the battle degenerated into the usual dispersed chaos of  trieres combat.
The Athenians were victorious, even though they had a scratch fleet of inexperienced crews. This shows how much their deployment was crucial and the high level of seamanship that could be drawn upon from these Hellenes with salt-water in their veins.

Trieres combat at its most intense
The Peloponnesians lost at least 70 ships with most of their crews. A terrific loss, but it was made good again with the help of Persian money. The Persians were determined that  Greek naval power would not dominate their Ionian coast in the future and Athens must be curbed.

 The Athenians lost 25 ships, leaving c.5000 men in the water. Unfortunately, the rest of the fleet could not come to their aid before bad weather intervened and most were lost.
'There's going to be an awful row at home about this..glug..glugg'
 The postscript to this stunning victory was that the generals responsible were sentenced to death for neglecting to aid the survivors. So grateful could the Athenian demos be.

Thursday, 14 July 2016

Warriors of Poseidon : Naupactus Scenario

I tried the 'Naupactus' scenario. It actually refers to the battle in the Gulf Of Patras.

The first problem is how to set up. No guidance is given apart from it is a battle 'in the open water'.
I tried with the Athenians starting behind, but they have to start close or they lose some of the 6 game turns just to catch up and get in position to strike. If the Athenians start facing the Spartans then a massacre occurs... I resolved that the Spartans are best deployed in the centre of the table on an axis to which the Athenians deploy at 90 degrees12 inches away - or maybe 3 d6 inches away ?

The problems of the small size of the scenario - 1 Athenian unit, 3 Spartan - means the dice roll for initiative is important for the Athenians each time and the Spartan can freely move two units each turn without immediate retaliation. The Athenian must attack the end of the Spartan line to avoid this advantage.

In this scenario the Athenians have fast triremes and are led by Phormio. This gives them a move of 7 inches. The Spartans can move 5 inches. Under the rules the Athenians cannot initiate boarding with their epibatai but the Spartans can - no allowance given for the extra troops on some of the Spartan ships. This means the Athenians will not bother to grapple and board, just ram. This complicates matters further, because, when rammed, fast triremes cannot be sunk - they always survive. ( or maybe they always sink? If I understood the rules wrongly?) - they have a saving roll of 0. They always survive a ram attack. This means the Spartans can only successfully kill an Athenian ship by boarding and killing its marines. The Athenians can have oars knocked  off If a side attack can be made but that gains the Spartans little.

In the 4 battles I fought the Spartans never sank or damaged an Athenian ship - good result. Historically accurate in that the Athenian ships were faster and more skilled and could avoid their heavier opponents.

On the other hand, the Athenians won each time by game turn 4 or 5 they had sunk 5 Spartans.

The trick for the Athenians was to get any ram attack in and then the Spartans need a 6+ on a d6 to survive. Attempts by the Spartans to do the historical thing and face-down the Athenian ships bow-to-bow do not work because the Athenian attacks are still effective 5/6 times.

The historical result was that the Athenians captured 12 Spartan ships and sunk many more, the remainder fled.


Wednesday, 13 July 2016

Poseidon's Warriors : Wargame Review

I hope you have a bucket under your table when you play these rules, to catch the blood and smashed ships.

The rules are basically. I-Go-You-Go, unit by unit. Combat is instantly resolved with no carry-overs to the next round. You can drink and play this game with no problems. The blurb's 'integrated turn system' with special powers is not apparent after a few trial games.

Record keeping is necessary to monitor damage but it is minimal and can be accomplished with markers.

Ships move in the order of 6 inches a turn. Turns are accomplished by pivoting on the spotup to 45 degrees for each inch advanced. Units can also 'turn-about' on the spot - even if they lie alongside each other? Backing is only allowed at a minimal rate. No other special manouvres are possible. This is a problem if one considers evasion to be an essential tactic - especially before the Roman era or with small ships. Ships could turn and run before an opponent but this is not possible here unless one trusts to the vagaries of the movement sequence to stay ahead of a pursuer. An attack always goes home - the attacker never baulks, the target never flees.

ROMAN 'SLOW' 5s WITH CORVUS COME UP AGAINST CARTHAGINIAN 'FAST' 5S
 
 THE MEASURING TRIANGLE ALLOWS TURNS AND MOVES TO BE DONE EASILY. THE 1 INCH SIDE IS TO ENSURE 1 INCH SPACE TO MAKE TURNS.

Each class of ship has a 'Slow' and 'Fast' variant but no 'standard'. Maybe this avoids some complication.

Command and Control is by keeping units of 3 to 5 ships together. A single larger ship can form a unit by itself. Mixed units are not allowed. Commanders with special abilities allow extra tactical possibilities.

Combat uses a d6 and some ship characteristics give +/- modifications.

THE ROMANS ARE UNABLE TO ATTACK THIS MOVE BUT THE CARTHAGINIANS CANNOT TURN AWAY WITHOUT EXPOSING THIER SIDES SO THEY MUST FIGHT

Artillery , fire pots and corvii are featured but no distant shooting by deck troops. The number of deck troops is reduced down to a few factors but is not related to ancient numbers. A trireme with 12 epibatai seems to get 1 factor and a Roman 5 with a century on board gets 2.

Playing a few trial games showed up the usual problem of this turn structure. If one side has more units it always gets the extra initiative of saving good units to move last. This type of movement also means a player watches as a unit gets smashed by the quick bloody combat then may try to send in a response unit to smash the victors. who, in turn get smashed and then another unit is sent in to smash the victors etc.

Head-on ramming by similar ships tends to sink most of each side. Avoid it. But it was a usual tactic in the later era and with heavier ships - just do it against lighter vessels and you will succeed.

THE ROMANS CHARGE TO CONTACT AND MAKE FRONTAL RAM ATTACKS
THE ROMANS DICE FOR EFFECT AND SINK 2 PUNICS AND DAMAGE THE OTHER

 A fleet must check morale when things are going badly and a simple modified dice roll can end things.

No table-top layouts are shown in the book and  no maps or diagrams of battles at all. This is probably an omission for a book aimed at gamers starting in this type of wargaming. Not even a photo of a game in progress.

No help is given with terrain. If this is a beginner's book then this is an omission, especially as the terrain is a bit specialised for this kind of wargame.

THE CARTHAGINIANS CAN MAKE A REPLY BECAUSE THE ATTACK IS FRONTAL AND THEY SINK TWO OF THE ROMANS - MUTUAL CARNAGE
 
 Osprey seem to always have editing failures like this. The editors do not know what they are editing. If one had read the book they could have noticed these omissions? Also, Guiseppe Rava is given credit for providing illustrations reproduced from other Osprey titles but two of Peter Dennis' illustrations entitle him to no such mention. An editor's job ? Also, there is a contents list but no index.

The best part of the rules, in my opinion, is that players are not left dangling, trying to think up a battle situation to fight-out. From a single battle to a generic scenario to a basic historical campaign players can find an excuse for a scrap that stops them turning to science fiction. All to the good. The basic historical background also aids gamers new to the period from going to far astray.

THE ROMANS DROP THEIR CORVUS AND TRY TO GRAPPLE - THEY ARE SUCCESSFUL
(MARKED BY CARD AT JUNCTION)
THE MARINES NOW FIGHT AND THE 2 DICE OF THE 'SLOW' 5 KNOCK-OUT THE ONLY PUNIC MARINE FACTOR ON THE 'FAST' 5. GOODNIGHT VIENNA.
 IN THIS LITTLE FIGHT 5 OF 6 SHIPS WERE LOST. 2000 MEN FOUND A WATERY GRAVE.

A few oddities include  the compulsory slowing of a ship equipped with a corvus - not necessary for a load equal to a small handful of deck troops, surely.In the Punic Wars scenarios we are not informed which ships have corvii. There are no rules for the tactic of deliberately beaching to avoid sinking by superior enemy and no rules, even elementary, to disembark troops or  fight on land. The fastest ship is a 'four' - ancient sources and research would suggest the trieres is the fastest possible ancient oared ship. An oddity is that a ship can sail across the wreck of another, even a 'polyreme' ? The Corinthian modification of reinforced bows is ascribed to the Syracusans.. There were three battles at Artemesium between the Greeks and Persians not one, and the battle at Arginusae has been widely written about but the account here lacks detail. 

I would recommend the rules for a conflagration at 1/1200 or even 1/3600 scale. 1/300 or larger games need more detail than these rules provide. I had battles with up to 56 1/1200 ships and could manage it. Several players could refight an ancient battle with many ships. The question mark hanging over the rules is whether they give a good representation of an ancient galley battle. ('Classical' galleys ?).  I do not think they do but they do make it possible to fight the melee-type battles between Romans and their enemies without getting too confused and get a result. More mobile type of tactics will not be possible. The historical campaign are an excellent feature. Players could extend this idea in several ways to make games interesting and connected.

I am currently setting up a harbour battle and will do a short report on that too.


A file to print and make the simple models I used for my battles with these rules is HERE. I normally use 1/3600 or N-Gauge or 1/400 models.

POST SCRIPT 10/2016

I played two games with tens of ships a side, including an Arginusae refight.

The results were easily predictable. With the kind of mechanisms in these rules only statistics count.
There are no rules to encourage or allow manoeuvre and so a sloging match is the best tactic. If one just sets ones ships side-by side then the progress of the engagement is easy to see. A second rank will ensure victory at that point.

The best aspect of these rules remains the campaign aspects. Jazz-up the rules to make the battles more interesting.

Monday, 16 May 2016

DIKROTIC CHAOS

I have put a pilot version of my largest-scale rules online. It is suitable for using with any models that are c. 30cm long. Just adjust the 'hamma' to be about half the ship's length.
Ships could be Hotz card ships printed 150 or 200%. Umbum galleys . Or maybe Revell or Zvezda plastics - even though the rules are made with bireme/'2s'/dikrotic pentekonters in mind.

Fire, other types of ships, etc. I have kept out of this set for now. My play testing is limited to a few games so far so interested to hear, if others try them, how they work out.

The point of them is that the player can move his ship(s) as an ancient skipper and at this scale must make suitable manoeuvres to execute ancient tactics rather than get them pre-packed as part of moves in the game.

You need to download RULES, ANGLE TEMPLATE, TURN TEMPLATE, SHIP RECORD CHART and WAKE MARKER files. Print last 4 at 100% without margins.


Sunday, 18 October 2015

Tiny Triereis take to the seas again

Time to dust-off the Outpost triereis and work on the big battle rules again.  
3 Athenian squadrons approach the entrance to the Crooked Straits, 4 Peloponnesian squadrons hope to keep them from getting through to break a blockade of an Athenian fort not far down the straits.
 

 The Athenians advance in line ahead. Squadron commanders shown by pennants.

 
  The Peloponnesians wait mostly in line, A patch of 'bad water' gives an eerie effect from the rising sun (flash). I am stil ambivalent about the use of models at this scale. It is the only way to do large battles but moving away from monitoring individual ships loses something from the appeal of galley combat maybe. The card ships are still my priority.


The ground scale is 1 to 1 with the ships. This means each base is about 1 stadion or 190metres on its long side. All ships are triereis but have differing characteristics according to build, crew quality, command quality and the nature of the squadron leader.

Saturday, 5 September 2015

CAPITAN GAMES LAUNCHES GALLEYS


The Spanish company Capitan Games has launched a set of Trireme rules and what seem to be laser-cut wooden kits for ships. They are entitled 'TRIREME COMMANDER'.
The scale of the ships is given as 10mm but no dimensions ascertainable from their website. The ships have optional bits such as rails and prows.
A TRIREME from Capitan
  Details at their website HERE.


Apparently, the rules are best suited to sides of 2 to 4 galleys.... skirmishes then ?

At The Miniatures Page, Capitan say their rules are a modification of Napoleonic gunboat rules which allow for a 'brutal melee of impacting galleys and a crush of warriors on the unstable decks, trying to defeat their enemies with the same weapons that they used as legions or phalanxes.' HERE

Some more details including fotos of rules pages HERE

Wednesday, 19 November 2014

SIZE MATTERS IN ANOTHER WAY

 https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgFByC3wRRkv6q_qgKcMVgDVhiCxX9BbMmMKfAmYXp7NMvkTuhANAiqQ1gL2dSNVvq6jEI6sSYGVi54_vJe5GeuGL-RCVpNAQis36ruRXB8ujpFIowZdPMqkIWEabPLuclzY0QMa9rfkBY/s1600/DSCF0727.jpg

The rules for trieres battles I have been developing for some time have a horrible tendency to lead themselves over a cliff now and again. Some logical progression results in undermining the basic principles they are built upon.
 
From the beginning I was using Hotz models at circa 1/300 scale. This resulted in problems with time and space which were unsurmountable. It is ok to fight a skirmish with a handful of Roman liburnæ versus a handful of 'Saxon'pirates. A full fleet action with fifty or more ships becomes impossible, however.
Congestion
This is a problem for other sets of rules too, for example 'Naumachia'. Some rules go for allowing large numbers of ships from the start , such as 'Corvus' but the problem one then hits is that the colour and atmosphere of the game is somewhat bleached out.

I think I have a good handle on what trieres combat was all about and one thing it requires is space. Even with my card models at 1/400 down to 1/500 they struggle to allow large numbers on the table without a whole set of special provisions for leaving and reentering the area of combat.
 
Where will it end ?

This problem of space applies only to the golden age of the trieres. Many battle even at this time and most later, took place in restricted areas or even harbours with a style of combat which hinged on deck combat or involved fewer ships-often larger but
triereis need space !

A concomitant problem is the length of the rule book. My brain rebels at the sight of long chapters on each aspect of how to have a game just as much as my wallet rebels against buying tomes including a lot of padding and data I can get un-pre-digested from original sources. Before I become guilty of the same sins it is time to slash and burn.
 My decision over the last months has been to extract the key concepts and rules and produce a new one. But not to throw the old one away. Frustratingly, the decision to acknowledge that trieres warfare was very special also forces acknowledgement of the need to make a very special rules set for them. This does not mean the two sets would be totally distinct. The trieres rules should be a basis for the others which also include more detail, suitable for the later battles. 

Size became an issue again. Larger trieres battles cannot be fought at scales below about 1/3000 I have decided. Smaller tabletops result in very short game turn durations and limited manoeuvre room. I needed 5 minute turns and space for fleets to make their evolutions. In addition, the usual problem of having to scale the numbers involved down can give way to the possibility at this scale for representing every vessel !
 




I now have 'Triereis of the Gods' for 1/3000 games and 'Blood-Dark Sea' for 1/450.





As a start I have made some attempts at models in this scale.
1/3000 triereis, 6mm Perians, Top-Down Squadron 1/6000(!)
 Outpost Wargame Services also have models available at 1/3600 which look suitable.

In the meantime, top-down prints and matchsticks are standing-in.

Frustration at diverting again from my original aim to field lots of card models is not total, though. A good realistic triereis battle will be something novel and a good game I think. And, a set of rules for using the card ships in moderate numbers in dense ship melees will also be fun!.


ad infinitum?