Saturday, 2 June 2018

OK.. So how do you.....?

And so, to battle...... Oh, wait a bit........

I am often asked about my "House Rules" - the basic building blocks by whose conventions my bods bash each other.....

Nowadays I point folks towards the Two Fat Lardies and their oeuvres - Sharp Practice and Dux Britanniarum; to my mind as simple and thoroughly adaptable set of concepts, suitable for tweaking and cannibalisation...

But my House Rules are constantly changing with new (and sometimes very old) ideas floating my punt...

I am, occasionally asked, "Why reinvent the wheel" a good question, to which the answer can only be (as I once had to reply to a lady friend querying, in exasperation, why I stuck to my social eccentricities) "Because it's what I do."..


I enjoy the process.. And occasionally, à la Grenfell, I can sometimes fool myself into thinking that "I take nature's gifts and make them even lovelier"......

So: to the purpose...

The guys are on the table and all nicely in view (in this case. We have seen how random arrival works in my earlier post. The use of "Binds", concealment etc. will be covered in later posts). So who moves when...?

I like to keep myself guessing, so I use an activation system. In this campaign think SP2... Activation by Leader or Command tokens drawn from the tub.


 

The Celts:



The Celts (as we know from the above exercise) are in 4 Formations with a Command Group - so initially they get a token for the C.O. (inherent 3 Command Points) and the 4 formation leaders (2 inherent CPs each) plus 3 Command tokens in the pot.

Note: the individual units within the mixed formations - close combat, skirmishers and chariot groups - each have their own commanders (the chariot commander in formations with chariots is the deemed Formation leader with the CPs), but these commanders can only Activate their group for movement/combat when their formation commander is dead/detached more than 12" away. They are deemed to have a 1CP ability, but no actual initiative when under the command of someone higher.

If detached from their formation commander these leaders do NOT get a token. in the tub but may be activated by two drawn CPs each. They CAN remove shock from their own group if activated in this way while still under formation commander command and shoot (ditto), but cannot advance to contact with the enemy on their own (i.e against formation command orders). They CAN advance to skirmish, but to do so must be either in cover or within 12" of another friendly unit.

If these individual unit commanders are then killed there are no replacements and a unit must start to move off the board (rate of 1x6d) unless it is "picked up" by a formation commander.


Note: in games with tribal irregular forces I have a provision that a Senior Leader (C.O. or Division C.O.) in charge of a group/formation will have a tendency - whether he likes it or not - to absorb "followers" belonging to the same tribe; that is to say that the commands attached to more junior commanders may decide to tag along with him (He is the BIG man after all....).

Basically in practice this means that any formation/group coming directly adjacent to or within 3 inches of a formation under his command (unless they have VERY specific orders to stay in place - e.g in a fortification/prepared defensive position) will have a tendency to "cling" to him in a kind of "follow-my-leader" way and become part of his formation if he decides to move (I throw a dice. On a throw of. 4-6 the guys want to come too - and he has a bigger command).

He CAN spend CPs ordering this formation to split up/tell groups to stay put, but this takes effort and time.....

This tries to recreate a "mob" effect where command structures are weak or rely on "charismatic leadership" rather than formal command structures....

In some scenarios it means I suddenly have my WHOLE army (or the enemy's whole army) moving off in one big Formation "in Order of Mob". 





The Romans:

The Romans are more formally organised, so have more tokens: a token for the C.O. (3CPs), one each for the two legion Tribunes (2 cohorts apiece at 2 CPs each), ditto the 5 Auxiliary Prefects (2CPs) and FOUR Command Tokens to reflect their better organisation/command structure.

Each Legion cohort has its own sub-commander team who have no individual draw token but can be activated on draw of 1CP token each. This reflects the  flexibility, initiative and quality of the professional Roman junior officers (the centurionate). Each command team has an inherent 2CPs to start with. However, this is reduced to 1 if the command team is reduced in number by combat. If all of the command team are removed due to casualties the cohort can be activated for movement with 3 drawn CP but cannot attack.


In this scenario ALL of the forces are on the table and there are no "random reinforcements". This is because THOSE are being dictated/handled at campaign level. Had other Celtic bands been lurking in neighbouring zones on the map, Roman patrols or scouts ranging around off-table, another Roman force marching to help THESE would be factored in with an "Event" token and appropriate Event Table.

I will also have an Event Token in the pot, but this will be there to allow for imponderables like weather changes (this isn't SILURIA, remember...?) on a very simple Event Table:

Event token turns: up throw a 6D. If a 6 thrown, throw again and apply the result below:

1-2 Starts (or stops) raining. Missiles less effective by half.

3-4 Storm. Starts (or stops) raining hard. I mean hard. Stair-rods hard. Visibility bad - within 2". NO missile fire. If this continues for more than three moves the stream becomes impassable. Movement reduced by 2". Cavalry cannot charge. If this continues for four moves ALL movement is halved for the rest of the game. Charge speed is impossible for all. Cavalry can only trot.

5- If windy, wind drops. If no winds Fog rises (or dissipates if already foggy). No charging for horses. All movement reduced by 3". Visibility 3". No "blind" shooting.

6 - High, gusty wind starts (or stops); If starting; Fog is blown away. All missile fire reduced by half. Movement reduced by 2" - accumulative if other weather limits already in place. If rain in progress becomes storm. Throw for direction (8d dice - points of compass). Missile fire with wind directly behind adds 6" to range. Missile fire against the wind in ANY quarter -3" to range.

Movement/Actions/Combat:

Pretty much vanilla SP. Minimal tweaking. Two group actions per activation, plus any Command Points (Leader or drawn Token). Movement 1x6d (1 pip =1") per action.  Shooting is 1 action, no loading/unloading/presenting.  Nothing to see here. Move along...

Close combat is under review..... Currently a Dux Brit/SP cross...

 

Special Unit Characteristics:
(Note: Some aspects of these have been influenced by my reenactment experience).

Celt close-combat troops: 
  • Wild charge: 2CPs may be added to any unit activated to move. Add 3 x6d to movement. Must end in contact or gain 3 shock points. Receiving force gets 1x6d shock points.
  • Gather heads - 2CP. Add 1 shock to ALL enemy units in view within 12."
  • Taunt (must have already gathered heads): 2CPs. Forces control check (throw 1x6d. If greater than all combined enemy command points with that unit then the unit charges in poor order (add 2 shock to charging unit).

Chariots/cavalry:
  • Debus: warriors on the back can get off & fight as infantry. Getting back on costs 1CP.
  • Gather Heads: Chariot troops MUST be debussed, otherwise as other troops. Cavalry must also use 1 extra activity/command point for dismounting and remounting.
  • Taunt: as above. Can be done from chariots and from horseback. Can evade contact from reacting force on throw of 3-6 on a 6d..

Legionaries:
  • Step Out/trot: costs 2 CPs. Gain 1 movement dice + 3 ins.
  • Testudo: Form testudo costs 2CPs. Cannot be carried out if within 6" of enemy unit. Unform/break testudo costs 2CPs. Negative effect: if moving straight into combat after breaking from testudo suffer 2 shock AT ONCE. If charged from rear suffer 4 shock AT ONCE.
  • Exchange ranks (not in combat): costs 1CP. Rear supporting unit in cohort exchanges position.
  • Form Wedge: If not charging - no additional cost. If forming while charging costs 1CP but receiving enemy suffer 4Shock AT ONCE. Negative effect: if charged from the side when in wedge suffer 4 shock AT ONCE
  • Move Backwards while engaged: costs 2CPs +1 shock. Enemy is drawn with unit on throw of 4-6.
  • Pilum throw: 1CP throw javelins (only allowed twice per unit unless re-supplied).
  • Open ranks (charge): costs 3CPs allow other rank/support cohort behind to charge through. 1SP penalty to both but 2SPs applied to enemy receiving the charge AT ONCE.
  • The Old one-Two: cost 2CP. Loose pilum & charge (only allowed twice per unit unless re-supplied). Add 1 pip to all dice thrown for the close combat/charge.
Legions & Auxiliaries:
  • Open Ranks: cost 2CPs. Allows other friendly unit (any type) to pass though at walk (no movement penalty).
  • Med-Heavy Cavalry: Dismount: costs 1CP. Roman & Celtic med. to heavy cavalry have a dismount capacity. One in four men must remain with the horses as horseholders. Once they have been dismounted troops act like any similar foot of their class.

OK.. Them's the basics.  Nothing revolutionary, but fast enough, with enough "chrome" to keep me happy. High-level AI decision-making will be covered in a later post. Meanwhile; any queries, comments, snipes & "WTFs?" please go ahead....




4 comments:

  1. Hi Ian,

    Just catching up on your latest blog posts whilst I’m away (for a SP2 event funnily enough) and I wondered how you handle casualties and shock in your games as I notice that your cohorts are bigger than SP groups? Unless of course your cohorts are made up of multiple groups and I’m over thinking things?

    Cheers
    Richard

    ReplyDelete
    Replies
    1. Hi Richard,

      Thanks for the interest. Yes, my groups/formations are larger - though for the Romans, because of their manipular building block base, I CAN allow breakdown into smaller if appropriate to the scenario (and if the "command teams" haven't taken too bad a battering), but most of my "big units" stay big...

      I'm using a standard 20/21 figure Roman cohort for the campaign (one bod = 20-ish chaps), but on one-off games/skirmishes I'll often have a two "unit" cohort of 40 bods (2x20). My "barbarian" basic "block" is 20-30 figures, 10-20 cav. or 5 chariots - but formations can get HUGE....

      OK, but how does this work within SP2 conventions?

      Activation & movement pretty much unaltered (just some minor tweaks to replicate Roman command & control). It is the combat aspect (a work in progress) which is different. Here I hark back to SP1 to a certain extent, combining it with elements fro Dux. Brit. (I am a "rules Dr. Frankensein" I'm afraid) AND my "individual figure fixation"; which, as a solo player, I can indulge. I guess the best way to think about my large groups is as "non-dividable formations", but when it comes to the mechanics of combat I throw dice NOT "for the group", but following a headcount of those physically engaged (less shock effects as usual).

      Casualties (as opposed to the number of "hits") will be affected by armour/protective gear of the troops hit, turning some "kills" into Shock effects. Thus a heavily armed unit might suffer fewer physical losses - but will accumulate Shock instead.

      Although groups are large because the dice are allocated based on the number of bods in the unit/fighting, and not X number of dice per "unit", the shock etc. mounts proportionally.

      I'm trying to work in some of Sabin's thoughts into my Roman combat, so watch this space.

      For smaller skirmishes with small groups (more my medieval staff than Roman)there is very little difference (apart from the dice allocation) from "normal" SP.

      Hope that's useful. If the above doesn't make sense or you have any other questions please don't hesitate to ask..

      Delete
    2. Thanks Ian, yes that makes sense. We’re busy tinkering with Dux Brit. to get what we want for the early 2nd century BC so I’m quite interested to see how others go about things using a similar base of rules sets.

      Cheers
      Richard

      Delete
    3. Excellent. Hope the project goes well..

      I'm still experimenting to find my "perfect" close combat rules, but for missiles and skirmishers I found Dux Brit. a good basis to work from.

      Activation is very similar (but using tokens not cards) and the "Fate Deck" concept I tweak per scenario (using an Card/Event token in the mix) with event tables rather than individual event cards)...

      Delete

The Battle Between Two Rivers (Prep.)

Or, The Battle of Pen Foel Aman. So,  Burriena pushes into Area III. As usual I have looked at old O/S maps, local history sites and Google ...