The Corinthian War
was a conflict between the city-states of Sparta and a coalition of rival
states that lasted from 395BC to 387 BC.
The alliance included Thebes, Athens, Argos and Corinth. The alliance was displeased with Sparta’s
aggressive expansionism in Ionian, and Greece.
The majority of the conflict on land revolved around major battles near
Thebes and Corinth.
The Battle below is
between Sparta and the Corinthian allies.
Many of the battles were recorded by Greek historians, but today’s has
been lost to the shrouded mists of time.
This battle takes place after the battle of Nemea, but before the sea
battle of Cridus. An “Alliance” army
composed of the survivors of the Battle of Nemea is trying to face down the
approaching Spartans and their allies and check their successes on land.
The Forces
Corinthians
2 Drilled Hoplites 20
pts
1 Militia Hoplite 8 pts
1 Psiloi 2 Pts
1 Archers 4
Pts
1 Peltast 4
Pts
-Total 38
Points
Spartans
2 Elite Hoplites 24 Pts
1 Drilled Hoplites 10
Pts
2 Psiloi 4 Pts
-Total 38
Points
Set-up
On the North side the Corinthians have deployed to do
battle. On their left flank are the Peltasts,
then the Militia Hoplites in open order.
Next comes a Drilled Hoplites
unit in Phalanx formation. Then comes
the Cretan archers followed by another unit of Drilled Hoplites formed up in a
phalanx. The right flank is anchored by
Psiloi unit in open order.
The Spartans have drawn up on the south side of the
valley. On their left flank they have
deployed a Psiloi unit of helots. This
is followed up by an allied Perikoi unit of drilled Hoplites in phalanx. Next to them were the elite Spartans
themselves, drawn up in a phalanx formation.
The right flank was anchored by another unit of Psiloi helots.
The north and south sides of the valley have some rocky
outcroppings. On the west side is a
grove of trees that separates the Corinthian Peltasts from the Spartan
Psiloi. The rest of the valley is open
ground.
Mission
This is a pitched battle.
Each side is attempting to collapse the enemy army.
Let us begin!
Turn 1
The Spartans have 5 Arête points and the Corinthians have
6 Arête Points. The Spartans bid 0, and the
Corinthians bid 0 for Initiative.
Therefore, they roll off. The
Corinthians win and go first.
The Spartan generals watch as the Corinthian advance
forward. They do not try to steal the initiative. Oddly, the Militia Hoplites are still in open
order which allows them more maneuverability, but at a great risk to their
safety if charged.
The Spartan Psiloi move forward and slide in front of the
Hoplite units. They are to act as
skirmish screen and to shield the phalanx units. The Spartiates march forward, but the Perikoi
hold back.
Turn 2
The number of leaders on the board did not change, so the
Arête points stayed the same as well.
Again, neither side made a bid for initiative, perhaps waiting to see
how the other sides’ battle line took shape.
The Corinthians win the roll-off again.
The Corinthians again move forward unopposed by the
Spartan army. The Peltasts barely make the
edge of the grove. Meanwhile, the
Militia Hoplites finally form into a phalanx unit (costing 1 Arête point) and
their plan to support the Corinthian Drilled Hoplites with a flank attack is
clear. The question is if the Spartans
will willing march into it.
For their part, the Spartans are content to let the
battle play out. The Psiloi complete
forming a solid skirmish screen in front of the Spartan battle line. The Hoplites slowly and carefully march up
behind. They are confident in the Spartan
skill-at-arms and are being cautious not to blunder it away with a rash
attack.
Turn 3
Arête points are redistributed again the same as the
previous turn. The Spartans bid 1 Arête
point to go first. The Corinthians bid
0, unsure what the Spartans plan is. The
Spartans go first.
A unit of the Psiloi rush forward and use an Arête point
to move and shoot. They barrage the
Cretan Archers with javelins. It reduces
the archers Courage by 1 to 3.
The Corinthians decide to spend an Arête point to try to
steal the initiative back, and succeed.
The Cretan archers shoot back and decimate the Psiloi and reduce them to
1 Courage. However, they do not
break. The Spartans try to steal the
Initiative back, but fail.
The Corinthian Psiloi move up and their barrage of
Javelins sends the Spartan helots scurrying.
They are removed from the board as their Courage was reduced below
0.
On the opposite board edge, the Peltasts gain the grove
and use an Arête point to skirmish and move through easily. The rest of the Corinthians form a solid
battle line.
The Spartans rush forward with their second Psiloi unit
and throw at the Cretan archers again.
The Cretans are reduced to 1 Courage.
Their fate probably lies in the next initiative results.
The Spartiates move up quickly behind their skirmish
screen. The Perikoi break into open
order and move to follow their Spartiate comrades, using the time before the
true battle commences to get into a better position.
In the End Phase, all the Spartans passed their
Discipline check to avoid Collapse after losing a unit.
Turn 4
This time the Spartans only get 4 Arête points to the Corinthian
6. The Spartans bid 2 to get initiative,
but the Corinthians bid 3. They go
first.
The Corinthian Psiloi move up and launch their Javelins
at the Spartan Helots. Only 1 hit, so
the Spartans are down to Courage 3. The
Spartans try to steal the initiative with an Arête Point.
The Spartans succeed!
The Psiloi throw Javelins into the archers and reduce them to 0
Courage. They flee the field. The rest of the Spartans slowly move up, but
are slowed by their own skirmish screen.
The Perikoi rush behind the Spartiates in open order unsure where to
deploy their phalanx.
Seeing the gap in their line, the Corinthians use their
drilled abilities to try to close it.
Both Drilled Phalanx units use an Arête point. The Militia Hoplites slowly move forward to
set-up an attempt at a Flank attack. The
Peltasts also move from the cover of the Grove and begin to swing in the
Corinthian right flank.
In the End Phase, a Corinthian Drilled Phalanx and Psiloi
started to waiver from the Cretan’s destruction.
The Spartans get 4 and the Corinthians get 5 Arête
points. The Corinthians bid 0, and the
Spartans bid 1. The Spartans go
first.
The Perikoi head back to the Sparta left and form phalanx
to repel the Corinthian Peltasts. The
Corinthians then decide to try to steal the initiative, but fail. The Spartan Psiloi form up and use an Arête
Point to charge the Corinthian Psiloi who are wavering. Despite having 4 dice for charging, the
Spartans only hit once, and the Corinthians return the favor. There is no pushback.
The rest of the Spartan Battle line waits, unwilling to
get caught up in the skirmish battle to their fore and potentially expose
themselves to a counter-charge by a drilled Phalanx unit.
The Corinthians spend an Arête Point to rally both of
their wavering units. The Corinthian
Peltasts break free of the cover of the grove, and use an Arête point to toss
javelins at the Spartiate lines, but they all miss!
The Corinthian Drilled Phalanx reforms into phalanx,
spending the last Corinthian Arête point.
The two Drilled units then move up to present a united front to the
Spartans.
Turn 6
The Spartans get 4
and the Corinthians get 5. Both sides bid
0, so they roll off. Spartans win.
They start by using an arête point to charge the Peltasts
with the Perikoi. The peltasts use an arête
point to try and evade. The Peltasts
roll 1 BW and move back, but the Perikoi’s charge easily takes them into the
fleeing skirmishers. The Perikoi cause
three courage loss to none, but he Peltasts stay in the combat and pass their
discipline check.
The Corinthian Psiloi route the Spartan helots in combat. The Corinthian Psiloi fallback as the
Corinthian Phalanx moves forward. The
stage is set for the decisive showdown.
In the End Phase, the Spartans all passed their
Discipline Check after seeing the Psiloi chased off.
Turn 7
The Spartans have 3 Arête points, and the Corinthian have
5. The Corinthians bid 3, and the
Spartans bid 0. They decide to hold them
for dice re-rolls.
The Corinthian Drilled Phalanxes start by charging into
the Spartiates. They use their last arête
points to pull off the charges. The
Militia and Psiloi are just a hair too far away to provide support! Next turn?
The Spartan Perikoi rundown the Corinthian Peltasts and
rout them. However, that is at the
fringe of the battle and the loss of the Peltasts will not cause any Discipline
checks in the End phase. No one really
saw it happen.
The main collision is spectacular and loud, but each unit
only loses 1 Courage between the main units.
However, the use of arête re-rolls allows the second Spartan unit to
inflict 2 courage loss on the second Corinthian unit and push them back into
their allies, depriving them of a charge bonus and forcing them to join the
melee in support.
Turn 8
The Spartans get 3 and the Corinthians get 4. Neither bids for initiative. Spartans win the roll-off.
The Perikoi break formation and set-up for a successful
charge next turn into the big melee. The
Corinthians decide to take the initiative and succeed. The Psiloi charge into the melee on the
opposite flank of the battle.
After all the combats were resolved, the Spartan
commander was pushed back 2 inches and has 2 Courge vs. 3 from the Corinthian
commanders unit. The Psiloi flank attack
proved invaluable. On the other flank,
the Spartans pushed back the Corinthian forces despite the Militia's
support.
Turn 9
The Spartans have 3 points, and the Corinthians have
4. The Spartasn bid 1 to go first and
the Corinthians bid 0.
The Spartans Perikoi use point to form phalanx and then
charge into the battle using all the Spartan arête points. The fighting was fierce but the Corinthians
were reduced to 0 Courage and the Drilled and Militia Unit fled.
On the other Flank, the Corinthians managed to route the
Spartan commander and his phalanx with the help of the Psiloi.
In the End Phase, Collapse tests were triggered by the
losses. All units stay in the game.
Turn 10
Both sides get 2 tokens.
Neither side bids for initiative.
Corinthians win.
The Corinthians break into open order and quickly try to
get into position for an attack. The
psiloi rush forward and throw Javelins at the weakened Spartan unit but fail to
finish them off, as their Phalanx protects them.
The Spartiates also break into Open formation and scatter
away to set-up a new phalanx line. This
allows the Perikoi to pay an arête point and charge the open order Corinthian
Phalanx. The charge is decisive and the
Corinthians break and scatter under the organized assault.
With the Corinthian commander fleeing, the Psiloi decide
to leave the field to the battered Spartans and their allies.
Conclusion
The Perikoi of the
Spartans win the day after the Spartiates took a drubbing and the Spartan commander
was killed on the field of battle.
Perhaps that is why the historians failed to record this battle as the
Spartans quickly swept it under the carpet after the much more decisive battle
at Nemea.
Despite the
Spartans victories on land, their foes were powerful at sea and they could not
bring the might of their land armies to bear on them. The war would continue as Sparta started
building ships.
I actually plan on potentially playing game of Poseidon’s Warriors next to continue the
story of the Corinthian War. I have
Galley templates ready to go now. Should
be fun.
The Men in Bronze
rules are a work-in-progress for me, and this was my first test on the actual
field of miniature battle. Previous test
runs were simple exercises on paper.
Overall, the game ran pretty well.
The bidding process for Initiative was cool, and the use of Arête points
was a fun hook.
The mechanics worked well for the most part, BUT I think
I will need to go back and review Collapse and Wavering tests as they seemed too
easy to pass, even for skirmisher units.
Perhaps as the list goes down you get modifiers to the success Target
Numbers or disciple dice reduction.
The end showed the importance of Phalanx vs. Non-phalanx
formations. The rules were intended to
highlight this, and I think they do.
Overall, as I played through it felt like the descriptions of Greek Phalanx
combat I have read. There was an opening
skirmish phase, followed by the big push of Phalanx, which would lead to one
flank breaking the other, and the army fastest able to respond to their local
successes would be the winner. That is exactly
what happened in this battle.
Overall I am pretty happy with the results. You can find
the WIP rules on my blog in the links on the side under Work-In-Progress
Games.
Neato! I like the resource management aspect of the rules; and your paper armies.
ReplyDeleteThanks Euan and WELCOME! One of my 2017 goals is to slowly replace the paper Greeks with plastic ones. Maybe by 2027 I will have two Greek armies painted!
ReplyDelete