Monday, January 12, 2026

Wargame Design: Understanding the Genre


A new year and a renewed commitment to making sure I talk about wargame design on this blog!  Sometimes, it can get lost in the painting, the game reports, the reviews, and all the RPG stuff I have been drawn to lately.  Hopefully, I can get wargame design on the blog at least once a month or every other month.  I have to admit that sometimes I am unsure what folks still want to see in this space.  I have covered so many of the basic topics from the 4Ms, to Chrome, to the process, and some pretty esoteric areas of wargame design.  Therefore, if there is something you want me to talk about drop me a comment!  It helps get my brain moving.  

Genre?  Is That Even a Word?

Let's start by setting some ground rules.  There is nothing new under the sun.  Innovation is Overrated.  Most games we go and see some bright spark is putting a label on it and creating some definitions around what it means.  Sometimes these labels become buzz words in and of themselves.  We have all heard them:  

  • Grimdark
  • Steampunk
  • Cozy 
  • Eurotrash
  • Noblebright
  • Spy-fi
  • High Fantasy
  • Kitchen Table
  • Hard Sci-Fi
Honestly, the list of genres grows so long that half the time when I run across the I have no idea what they mean anymore.  I guess I am getting too old to keep up with the industry and its genre buzzword.  Some of these terms are more common than others, and some stick better than others.    

However, a Genre is essential a category or class of games that all share certain distinct features that align them with games of a similar category.  These features maybe based on mechanics about how the game plays.  It might be based on aesthetics such as how the game looks.  It could also be featured around the narrative built into the game such as the setting or story beats.  

The key thing for you to know as a designer is that when your game gets one of these nice Genre labels, that means players start to have a certain expectation about what that means about the game.  They start to expect it to meet certain conventions and norms.  

These Genre terms are not unique to Wargaming.  In fact, many of these terms come from media like books, TV, and movies before they get applied to a wargaming setting.  That means they come with even more cultural baggage if it is a cross-media genre. 


The Mecha Genre

In wargaming, a common Genre was created by the game Battletech.  I am sure we are all familiar with it.  Giant robots that are piloted by humans that have big guns and big armor.  They stride across the battlefield and lay waste to lesser foes.  Only other big, giant, stompy robots can oppose them.  

This genre is not unique to wargaming.  It also exists within a larger media world.  Super Robots and and other big, stompy robots are a staple of Japanese (and other) media.  Think about Transformers, Robotech, Voltron, Gundam, and countless other examples of the big, stompy robot genre.  They are rather ubiquitous in popular culture and along with that notoriety, the average person has certain assumption about what it means to be part of the Mecha genre.  

Battletech was "first to market" in the wargaming space and hence has set many of the conventions people associate with big, stompy robot games.  They have come to expect the following: 

  • Resource management such as Heat or Energy
  • The ability to take a lot of damage in attritional combat and limb loss
  • Walking and jumping, but mostly terrestrial combat
  • The Big, Stompy Robots are kings of the battlefield
  • Pilot skills are important to combat results
There are others, but those are the key ones I can think of off the top of my head.  These first-to-market features have helped define what the genre of Mecha Games should mean.  Some of these ideas also appear in other media, but not all.    

Now, since Battletech has come out the number of games related to Mecha have expanded.  There are a number of big, stompy robot games on the market.  You will also find that many of them still harken back to those same key points in their designs and features.  People who buy Big, Stompy Robot games expect them. 


Why The Genre Matter

Now that you understand how the idea of Genre works, it is obvious that those Genre labels create certain expectations.  As a designer these expectations can be your friend or your foe.  However, as the designer it is important that you have an understanding of the Genre rules and conventions.  

The great thing about Genres is that they help you establish the guidelines and design goals for your game.  You know what players are expecting, and you know that you will want to deliver those basic assumptions about the genre.  So, if you are designing a Mecha game you want some resource management, attritional combat elements, land combat, with pilot skill built into the mechanics.  Therefore, your design goals can quickly and easily hit the key Genre requirements early.  

The downside about Genre is that they also establish certain expectations from the player, and if you did not hit them; the players may reject your game without giving it much time, space, or effort.  When the expectations of the Genre are not met, it may lead to dissatisfaction with the whole product.  Player expectation is a powerful motivator.  These expectations can serve to "hem in" your design space.

Therefore, once you have a Concept for a game, it is a good idea to go do your homework.  You will want to know what Genre it fits into.  From there, you will want to understand the core expectations of players and see if you have a different or skewed Point-of-View (POV) on the topic.  Unless you bring a new POV, mechanical beat, narrative beats, or even a visual Hook you will want to ask yourself what new thing are you bringing to the design space.  No one needs another Warhammer (Insert any other popular Genre game here).   


Deconstructing the Genre

You have done your homework and seen how everyone else has done it.  You have an understanding of what the Customers expect from the Genre.  You know the key points of what makes the Genre the Genre.  Now you know the rules and tropes of the Genre.  Now, you have what you need to break the rules!  You can not break the rules unless you know what you are breaking!  

No one needs another Battletech, it exists and can be played now.  Steve Jobs famously said, "If I built what customers wanted, they would just have gotten another CD player.  Instead, I built what they did not know they needed!  I built the I-pod" .... or something like that.  You do not need to try to build a better Battletech, heck even the makers of Battletech have struggled doing that.  Instead, you have to build something that the players may not even know they needed!  

However, doing this is a delicate balance.  People want innovation, but can only handle it in small doses.  They want the familiar.  In the I-pods case it was still a portable music player that used head phones, essentially a CD Player without having to change CDs.  It still met their needs of playing music portably and personally, but better because you had access to more music!  

You need to do the same thing with your Genre.  You need to deliver the familiar, but more.  The easiest way to do this is with a strong Hook .  A great way to develop a strong Hook is to take the "rules" of the Genre and decide to subvert or break one of them.  Still deliver on the core Genre premises and tropes, but completely subvert one.  

If we continue the Battletech example, I looked at the Mecha Game Genre and thought, "What if we set it in space?"  Now, there is plenty of source material from other media in the Genre that places mecha combat in space.  Battletech just isn't one of them, and most of the Genre doesn't either.  One of the tropes of the Mecha Game is that it is on land.  Immediately, you have given yourself a differentiator from all the other games in the Genre, you have subverted the Genre without destroying the underlying aspects of the Genre.  Hostile Space was born.  

Another example is Castles in the Sky Most Aeronef games were basically WWII naval, but supposedly flying.  They used 2D battlefield mechanics for ease of play.  I simply asked, "What if we added flying mechanics common to other aircraft games and made it 3D?"  Boom, I subverted the genre just enough to make something different.  



Conclusion

Genre is an amazing thing for a wargame.  It is important for designers to know and understand the genre they are trying to achieve and build for.  This involves doing the homework on what the "rules" of the genre are to start with.  Once you  know that, you will know what rules you can break.  It is important to break enough to create something new, but if you break too many; customers will reject it as "not part of the genre".  You have to keep your design space narrow enough to meet the needs of the Genre but break the right rule to make it something new and worth buying.  Therefore, knowing and understanding Genre is a blessing and a curse.      

Until next time! 

 


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Monday, January 5, 2026

Random: Forward into the Future of 2026

 


Look at this!  I have been doing this for 9 years now.  That is a long time.  I have 43 publications out in the wild on my various platforms.  I doubt I will make it to 50 publications before the 10-year mark but my goal is to make it to 50.  Now, not all of those publications drive revenue, as some of them are free content.  However, 50 is 50!  I am sure you all recall that a friend in the publishing business said, "Great you got a book published.  Don't expect to make any money until you have 50 publications."  Therefore, my goal is 50!  I still do not expect to make any money though.  

However, the point is not to make money.  That is a side benefit.  The point is to make things that I want to make.  It is nice if it subsidizes my hobby, but it is still a hobby.  I don't expect to put food on the table or pay my mortgage with my 50 publications.  

The truth is, I can not stop making games.  It is what I do and who I am.  I think about it when I am not thinking about other things.  I see media and think about how I can make it into a game.  I literally dream about making games when I sleep.  It is part of me.  I have to do it.  That is the best part about making games.  I do not do it for anyone else.  I do it for myself because I have to.  

I expect 2026 will be no different. However, I may start making more "less finished" content.  "Dump it out of my head and move on"-style work.    

Castles in the Sky - Osprey Games

Anyway, that means it is time to think about my goals for 2026.  As usual, I keep these goals as guidelines more than anything else.  They help keep me focused and avoid chasing the new shiny and actually finishing stuff.  As usual, I break this down into a few basic categories: 

  • Purchases
  • Painting and Modelling
  • Gaming
  • Rules Writing
  • Other Stuff
So, let's get into it.  

Purchases

 None of this section would be possible without the generous financial support of readers like you! 

Every time you purchase one of my books from Osprey, my Wargame Vault page, my Drive-Thru RPG page, and/or follow my Patreon you are helping to fund the continued existence of Blood and Spectacles Publishing.  The money I earn from these areas I put back into content on the blog, content on Social Media, and new products for you!  Any money I earn goes back into the business of wargaming and role-playing.  Thank you!  I could not continue to do it at the level I am doing it at without you!

Odin's Ravens: Viking Age Bad Boys

With that said, it is always hard to decide how I intend to use these investments as purchases for the year.  Going into this year, I had a few goals lined out for what I should purchase to help generate content.  Some of this is carry over from 2025.    

  • Stay caught up on the Osprey Wargaming Series
  • Three Fantasy Ice Hockey teams for PHUCK! 
  • Wizards of Morcar for Heroquest
  • Cowboy Miniatures, Terrain, and rules 
  • Some "Cold War Gone Hot" 15mm forces for US/NATO v. Soviets
  • One or more new Wargaming rule sets
  • Some new RPG system
  • Start a Carthaginian, Late Roman, Aztec, Conquistador, or Theban force
  • Desert battle mat
It was aggressive last year, and it is aggressive again this year.  No idea how much of it I can get done. However, I have faith that with your help I can make some progress.  

Anglo-Saxons - Fury of the Northman

Painting and Modelling

Going into this year, I have a backlog of Heroquest models from all the expansions.  I got the Heroes all painted, but I still have monsters and furniture.  Therefore, any new stuff I buy will by default need to be painted as well.  So, here is what I am going with: 

  • Heroquest elves- Mage in the Mirror and Dread Moon
  • Heroquest furniture- Dread Moon, Jungles, and Frozen Horror
  • All the other Heroquest things - Prophecy, Spirit Queen, Frozen Horror, Jungles
  • Those three Fantasy Hockey Teams
That means that I will be painting stuff as I get it and try to keep my backlog clean this year.  Therefore, how I do with my Purchasing goal will impact this goal as the year goes on and vice versa.  If I am slow to paint, I will probably be slow to purchase as well.  I do not like having a large back log of miniatures.   

Gaming

I try to get at least one game in each month.  That seems like a reasonable approach again for this year. 

 However, I am not sure if I will manage it.  My Skumgrod is gone.  However, I still have a few solo-campaigns for Heroquest and Under the Martian Yoke ongoing so I can hopefully complete those.  However, my time is being eaten up by other "real life" things that are taking up my time.  I am also unsure how often I will be able to go to the True Crit Gaming Guild due to my schedule.  This year, a big public game is not on the cards, and I am not planning on attending any big cons!      

I expect my normal weekly RPG campaign will continue.  A board game night or two seems like a thing that will happen as well.  

Men of Bronze - Osprey Games

Rules Writing

I have several games in the hopper, but as usual it is slow going on them.  A lot of these games are still being worked on from the last few years: 

  1. Rise and Fall - Wars of the Republic supplement for Carthage 
  2. PHUCK!- The game of Fantastical Hockey
  3. Barbarians at the Gates - Late Roman ruleset
  4. Gold, Glory and Guns - Wargaming the New World
  5. Mobile Fortress: Verdun - Land Ironclads in the Castles in the Sky world
  6. Super, Sexy Swingin' Spies - 1960's Spy-fi RPG
I think the only adds would be: 
  • Cold Depths - Cold War Submarine wargaming
  • Blood Reign - Modern Vampire warband skirmish
  • In the Garden of the Red Weeds - Post-Martian Invasion of 1938, survival RPG
  • Rise Against - A solo wargame similar to Under the Martian Yoke, but against (space) fascists. 
However, I also have a few RPG Modules that are banging around in my head.  Sometimes, I have to clear that stuff out before I can make good progress elsewhere.  Those involve modules for Legend of the 5 Rings, Star Wars WEG, and Pendragon.  Of course, we will see what happens.   

The rough drafts of many of these rules are available on the Patreon but not all of them are that far along.  

One of the biggest roadblocks to these games getting completed is a lack of miniatures in my collection, or even on the market in some cases.  That is limiting what I will be able to produce to completion.  For example, there is a dearth of great Land Ironclad or Cold War Submarines on the market.  Therefore, it can be hard to make progress on those designs.  

Despite that, I am well on my way to 50 publications and hope to get there in the next two years! 
 
Turf War

Other Stuff

Of course, I will keep tracking what I paint and play.  That helps keep me motivated.  

Beyond that..... I have no idea.  I am not even sure if I will have enough content to keep me posting on the blog once a week?  Instead, I want to focus as much of my free time as possible on writing rules, painting, or playing games.  

The rest is a bit of a distraction.  

Conclusion
In some ways, this is a very ambitious year but in other ways it is a repetition of things not completed in 2025.  Not much else to say or add at this point.  2026 will be my ninth year.  By this point, I have a process.  I have a plan for my work.  Now all I need to do is work those plans.  Bing-bam-boom.  

This year, "Real Life" maybe a challenge to this year's goals.  Nothing new there, I mean this is my side hustle.  Therefore, sometimes it has to go to the side while I manage the rest of my life.  It happens.  The end of 2025 fell into this trap too.  It has limited my time, space, and mental bandwidth.  Hopefully, I will be able to put some of this behind me and get back up-to-speed.  I still have not hit my goal of 50, and I am nothing if not goal oriented. 

Well, keep your eyes on this space as the year goes on.  Let's see how I manage in 2026.  I think it will be a surprise to all of us! 

Until next time! 


Become a Patron and get access to all the cool stuff, a peak behind the curtain of Blood and Spectacles, and early-access to playtest games!  


You can follow Blood and Spectacles Facebook page or Instagram for more fun! 

Check out the latest publications and contact me at our Blood and Spectacles website

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Monday, December 29, 2025

Random: Cyberpunk Year-Twenty-Twenty-Five Wrap-Up


As a teen, when I started on my foray into RPGs and Wargaming, the year 2025 was some supposedly distant and future dystopia.  It was the far future.  Now look, that distant chrome future is now heading into the rearview mirror.  I will let you decide if it was better or worse than what 2025 was portrayed as in the popular culture back then.  All I know is that it will soon be over.  

That means, it is time to take a look at my aggressive goals for 2025 and see how I did?  As usually, I have broken it down into the usual categories to help keep me organized.  Shall we begin?  

Purchases

None of this section would be possible without the generous financial support of readers like you! 
Every time you purchase one of my books from Osprey, my Wargame Vault page, my Drive-Thru RPG page, and follow my Patreon you are helping to fund the continued existence of Blood and Spectacles Publishing.  The money I earn from these areas I put back into content on the blog, content on Social Media, and new products for you!  Any money I earn goes back into the business of wargaming and role-playing.  Thank you!  I could not do it without you!

With that said, it is always hard to decide how I intend to use these investments into purchases for the year.  Going into this year, I had a few goals lined out for what I should purchase to help generate content.  Let's see how I did! 

  • Stay Caught up on the Osprey Wargaming Series - Success!  I bought and reviewed all the offerings from this year.  Pacific Command and Voidfighter
  • Purchase Victory at Sea- Success!  
  • Purchase Three Fantasy Ice Hockey Teams -  Failure     
  • Start one or more of the following..... let me stop you right there.... - Failure  
  • Cowboy Miniatures, Terrain, and rules - Failure
  • New set of RPG rules - Success! I actually picked up the Pendragon Gamemaster's Handbook and Adventures in Rokugan which I have reviewed.  For next year, I have Fate Core, Wrath and Glory, and Inspirisles for you to get reviews on. 
  • New Heroquest Expansions - Success! I have them all except Perilous Dark and the new Wizards of Morcar. Reviews have slowly been filtering out with Mage in the Mirror and Spirit Queen's Torment on the blog now. 
  • A fourth Reaper Nativity Scene- Success! 
  • I also purchased a new Ocean Mat and an Austro-Hungarian Fleet for Castles in the Sky

That was a pretty aggressive set of goals for 2025.  As long as it was a book I was able to purchase it.  If it was a miniature, I was not as lucky.  I try not to buy miniatures unless I have cleared out my backlog, and I never quite got there this year.  That doesn't mean that I did not get a lot of painting done..... well, we will talk about that next.  What it means is that thanks to all my Heroquest I always had something sitting there waiting for me all year.  That means, I did not buy a lot of new miniatures to paint.  






Painting and Modelling

I had a pretty strong start to the year, but summer sapped that energy.  Once winter came, I was still having a hard time getting back into the painting grove.  I was busy doing a lot of stuff that was not Blood and Spectacles Publishing this fall and winter.  However, I expect that to change in 2026 as the winter months are usually some of my most productive for writing and painting. 

This year I painted:
  • Anglo-Saxon army - 92 Victrix miniatures.
  • Heroquest stuff - 47 miniatures and furniture from a few expansions, and all the Heroes
  • Aeronefs - 15 Brigade flying warships
  • Misc 28mm - 12 including a Nativity and a few odds and ends. 
That puts me at 166 miniatures painted for the year.  That is still a decent amount of miniatures for the year and in line with what I have done in the past.  

Anglo-Saxon Army

Heroquest- First Light

Heroquest- Mage in the Mirror

Austro-Hungarian Fleet- Brigade

Heroquest - Heroes

Gaming

My gaming was focused on getting out stuff that I have painted recently.  
  • Heroquest - 12  
  • Kill Team - 1
  • Blood Bowl - 1
  • Fury of the Northman - 1
  • In Strife and Conflict - 2
  • Castles in the Sky - 3
  • Restless Sun - 1
  • Odin's Ravens - 1

Fury of the Northman

In Strife and Conflict- Battle of Kadesh

Inquisitor Heroquest- Battle for Ammoriss

Restless Sun - Battle for Ammoriss

Odin's Ravens: Viking Age Bad Boys

Castles in the Sky - Osprey Games

Heroquest

Castles in the Sky - Osprey Games

I think there was one note-worthy success this year.  I was able to take my Battle of Kadesh Demo game out and played it in public.  That was something on this list for a couple years, and now I can mark it off the list.  Another success was getting to play some Castles in the Sky at the Guild.  

I also got to go to 1 board game night, have my weekly RPG, and have a few online games going as a player.  I have been RPGing a lot more than Wargaming this year.     

On the downside, my Skumgrod moved away so my games will probably drop next year.  It also explains the drop off towards the end of this year.  I was too busy with "Real Life" over a lot of this year to indulge in wargaming and hobby time.  

At least, that is what I am trying to tell myself.  

Rules Writing

This one ebbed and flowed over the course of the year.  I was much better with RPGs than I was on Wargames.  They do not have the same overhead in the post-production process.  However, if I had the miniatures painted it was a lot easier to finish some stuff off and explains any success in the Wargame arena.  The lack of miniatures has derailed many a project this year and in general.  

However, going into the year these are things that I planned to finish and did: 
Other stuff was.....
My Patreon also has a lot of mini-games, modules in draft, and even some basic game rules for various periods and styles of games.  If you are a paid Patron, you get to have access to what I have finished and all those draft games too.  Thanks for being a Patron! 

Other Stuff
I was happy to do the "other stuff" I wanted to do this year.  I left that pretty limited.  
  • Kept up on my painted mini tracker
  • Kept up on my games played tracker
  • Started a Bluesky
  • Reduced my Social Media output to weekly
  • Got a blog post up every week
  • Added blog previews, Patron content and rule drafts to my Patreon
Yeah, that's what I can think of for the "other stuff".  Nothing that impressive.  

In addition, I spent time organizing my wargames space.  Now seemed like a good time and I am contemplating moving my wargaming room into a year-round space.  




Conclusion
Dang.  I started this year really strong and then slowed down considerably after summer hit.  A lot of stuff happened in my real life, and I expect the same will be true for next year.  Sometimes, the side hustle has to take a back seat to "real life".  The exotic and futuristic year of 2025 was a bit less exotic and chrome than I hoped, but maybe I am still too close to it to really appreciate it?  

Anyway, so long to all that.  Time to start thinking about what I am going to do to make 2026 a great year for Blood and Spectacles Publishing and wargaming/RPG gaming?  

Until next time.


Become a Patron and get access to all the cool stuff, a peak behind the curtain of Blood and Spectacles, and early-access to playtest games!  


You can follow Blood and Spectacles Facebook page or Instagram for more fun! 

Check out the latest publications and contact me at our Blood and Spectacles website

Or purchase all out games at the Blood and Spectacles Publishing Wargames Vault Page!       
  




Monday, December 22, 2025

Men of Bronze- Italiotes

 


The information below is an extract from the Hercules Abroad supplement that can be found on the Wargame Vault.  This post has been sitting in my draft box for a long time, but as I have been working on the Carthaginian supplement Rise and Fall I might as well send it out into the wild now.  Merry Christmas!  

***********************************  

As we continue to expand the world of the Ancient Greeks, it is natural to expand westward into Magna Graecia.  This was a series of loosely affiliated Greek colonies located in Sicily and southern Italy.  This Diaspora was often attributed to the Greeks following in the footsteps of the "Journeys of Hercules".  This mythology was used to justify their expansion, colonization, and infringing on indigenous people's territory.  

We all ready have a list for Syracuse and the City-States of Sicily.  However, Magna Graecia had a vague definition and also included the Southern coastal regions of Italy.  These colonies existed before and during the rise of Rome on the Peninsula, and eventually were rivals to her growth.  The area of Southern Italy was ill suited for traditional Greek hoplite battle, so local variations were required in the military habits of the Greeks who found themselves there.  


This area began to see extensive Greek settlement in the 8th and 7th centuries BCE.  These colonists brought their Greek culture with them such as the idea of an independent City-state, religious traditions, and trade with their homeland.  These Hellenic cities became vital power houses in the region and began to fuse the native Italic cultures with Greek cultural practices as well.  

These Italic-Greek city-states eventually formed their own league for mutual support, trade, and protection against the neighboring Oscan tribes and other Greek rivals in 430 BCE.  This was known as the Italiote League and was controlled by the city of Tarentine in the late 5th century.  

How They Fought

As usual, nothing is known precisely about how the City-States of the Italiote League fought.  We can make some assumption based on how their founding city-states fought, and how rival Italic tribes fought as well.  In addition, there were some military trends in the Hellenistic World that would impact the Italiotes as well.     

Of course, the foundational unit of any Greek city-state army was going to be the Phalanx composed of the land-owning freemen farmers of the nearby lands.  They had the status to buy their own equipment and assemble for drill with their peers.  The Hoplite warriors in Magna Graecia was similar to their brothers elsewhere.  However, the terrain and conditions of Southern Italy were not conducive to the normal Hoplite tactics.  

Native Italic tribes tended to be lighter armored and more mobile than their Hoplite neighbors.  Hit-and-Run attacks and cattle raids were the de facto fighting style of the local tribes.  In this fighting style, speed, mobility, and lighter weapons were critical.  Distance fighting with Javelins was also a common feature.  

Therefore, the Greek colonists to the region needed to meet these needs of warfare.  To do so, Hoplites tended to avoid the use of the panoply and instead used a lighter, native garb that featured bronze pectoral armor plates in the front and rear.  In addition, their head ware tended to be open in the front allowing greater visibility and allow a greater field of vision.  Greaves were often reduced to a single leg or discarded to reduce weight and increase the soldiers ability to pursue or evade.  Indeed, the Hoplite of Italian Magna Graecia was a much lighter and nimbler foe than the heavily armed shock troops of the Greek Peninsula.    


In addition to the lighter hoplites the Italic Greeks made extensive use of Peltasts and Psiloi. These were used to supplement the infantry.  They could provide covering fire for the advance, or screen the other troops.  These were frequently mercenaries or poorer members of the city-state, much like Greece. The javelin was the favored missile weapon of the region.    

The Italiotes made great use of Light Cavalry.   These were designed as a skirmisher based force that utilized javelins and missile weapons, but also had small shields and curved swords for melee combat.  They were an excellent pursuit and scouting force.  This type of light cavalry was frequently referred to as Tarentine Cavalry, even though they were not necessarily native to the city of Tarentum.  It was in reference to the style of skirmish cavalry that was being referenced.  

The final element of an Italiote force would also be made up of Greek mercenaries.  These would fit the more standard Hoplite, heavy infantry role in an Italiote force.  They could form a solid core of heavy infantry.  

Italiote Army List

Armed with the information above, we can start to piece together an army list for the soldiers of the Italiote League or its member city-states.  The bulk of the infantry will most likely be composed of Light Hoplites to represent their lighter panoply and more mobile style of fighting.  This will be supplemented by good Peltast and Psiloi options as the Javelin was a popular weapon in Italian conflicts.

The Cavalry should be Light Cavalry, but the melee ability and skirmisher nature can not be discounted.  Therefore, I am going to add the following Option for the Tarentine Cavalry forces.  

Tarentine Cavalry - 8 Points

Move    Attack    Armor    Courage    Discipline

12BW    4            1            4                2

Shoot: 2 (6BW) 

Special: Evade, Pursue, Move and Shoot

This differentiates them from standard Greek Light Cavalry that focused more on skirmishing, missile fire, and pursuit.  Now, you have a Light Cavalry unit that had enough Melee capability to challenge other Light Cavalry, Peltasts, Warband Infantry, and Psiloi.  However, they are still no match for dedicated Heavy Cavalry, Elites, or Drilled units.  


Italiote Line of Battle

Use the following lists to build your historical forces for the Italiote League or other Itallic-Greek forces. The Lines of Battle help to choose the appropriate units for your historical forces. These are sample lists and there to provide a flavor of potential forces. Players can always modify these lists as they see fit

Each Line of Battle will have an entry with a number. The number indicates the limit of that Unit you can take in the army. If an entry says 1+ your army must have at least one of these units in it. If it is 0+ any number of that unit may be taken. If a Unit is not on the list, it can not be chosen.

Italiotes

1+ Light Hoplites

0+ Peltasts

0-4 Psiloi

0-4 Tarentine or Cavalry

0-1 Drilled Hoplites

0-1 Archers/Slingers

The list above gives access to regular Light Cavalry or you can use the upgraded Tarentine Cavalry provided in the rules.  In addition, the bulk of the force will be Light Hoplites to match the subtle differences between mainland Greece and their Italic colonies on the table.  

Sample Army Lists

Below you can see an example force for the Italiote Greek City-States.  It is built to the 38 point standard and is composed of 6 units.  

2 Light Hoplites

2 Tarentine Cavalry

1 Peltast

1 Psiloi 


Battle of the Elloporus

Most of the warfare of the Italiote League was between fellow Greek City-states and the nearby Latin, Oscan, and Samnite tribes.  However, the threat from Sicily by the Tyrant Dionysus I was a primary concern.  Some scholars speculate that the rise of Dionysus the I of Syracuse was the prime motivation for creating the Italiote League.  Therefore, eventually the rivalry between Syracuse and the Italiote League would come to a head.  This inevitable clash happened in 389 BCE.  

Unsurprisingly, we know little of the actual events of the battle.  We know that it was fought, and that Syracuse won the battle.  The armies were probably in the 15 to 25K range on both sides.  Sources also indicate the battle was fought in the toe of Italy near the Stilaro River.  That pretty much summarizes what little we know of the battle.  

To put it in perspective, this battle took place during the 3rd Sicilian War.  In the same year, the Spartan King Aegislaus II was crossing the Gulf of Corinth to attack the Arcananians.  Athens is getting involved with Rhodes and taking control of the Hellespont under the command of Thrasybulus.  Military activity across Greece and Sicily was common during this time period.    

Of course, situations like these allow for a wargame to fill in the blanks.  We don't know much about the battle strategy, tactics, or terrain.  We also know next to nothing about the forces involved.  Therefore, whatever we choose to do is as accurate as anyone else chooses to do! 

Forces

For this battle, we will be using the Syracuse list and the Italiote League Lists.  Neither of these can be found in the Men of Bronze rulebook itself.  Both lists can be found in the Hercules Abroad supplement on the Wargame Vault.

Italiote League    

2 Light Hoplites

2 Tarentine Cavalry

1 Peltast

1 Psiloi 

Syracuse of Dionysus I

2 Militia Hoplites

1 Cavalry

2 Archers

1 Peltast

Since we know nothing about this battle, we can safely use any lists we want.  I have opted to use the sample Lines of Battle provided for both forces up to 38 points.  

Set-up

We know so little about the Battle of Elleporus, that it seems like just about ANY scenario from the main Men of Bronze rulebook could be used.  However, I feel that the Set Piece Battle scenario maybe the best and safest option.  

The game should take place on a 72 BW by 48 BW board.  The only set feature would be a river traveling along one flank of the battle, probably with the deepest edge being no more than 8 BW in from either short edge.  This could be Difficult, Dangerous, or Impassable terrain depending on how restricting you want the terrain to be.  After placing the river,  I would recommend deploying terrain in the remaining sections of the board and rolling for complications as normal.  The Set-Piece Battle scenario should be a good guide.  

Special Rules

Again, since we know so little about the battle, its prelude, and what occurred we can use any complications that we wish!  No special rules are needed for this battle and the normal process for generating Complications should be sufficient. 

Victory

Again, we know so little that special Victory conditions do not seem to be necessary.  Instead, the Victory Conditions for a Set-Piece Battle should be sufficient.  

However, feel free to add any spice you want to the battle.  For example, the Italiotes could be trying to kill Dionysus I once and for all, and their Victory Condition could be routing the Unit he is in.  If successful, the Italiote wins.  If Dionysus I unit is not routed, then the Syracusans win.  Your choice really! 


Final Thoughts

The Italiote Greek City-States act as an interesting bridge between the world of the Romans and the world of the Greeks.  Since the Italic-Greek City-States began their life in the 8th and 7th Centuries that leaves a lot of time for them to clash with their fellow Greeks such as Athenian Marines or colonists new to the region.  They can also clash with the Barbarian tribe lists, or some of the lists from Hercules Abroad such as the Carthaginians, Syracusan/Sicilian Greeks, or the Etruscans.  There are always no shortage of opponents to fight in the ancient world! 

I think I am starting to wrap-up the world of the Greeks for Men of Bronze.  I have covered a variety of different regions and cultures far beyond Mainland Greece now.  The full list can be found below.  If I go too much further and deeper, I will be into the Roman period which will be covered in Osprey's  Wars of the RepublicNo need to to do that, since it is fully compatible with Men of Bronze

You can get all of the updated materials including a FAQ, Campaign rules, and Lines-of-Battle in the Men of Bronze Supplement: Hercules Abroad.



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