This
blog first got started from a series of reviews for the Osprey
Wargaming series made for various forums I was part of. From there,
it naturally morphed into a blog on game design and wargame reviews.
I had been inspired by such blogs as DeltaVector
and By Brush and Sword.
I
have long been a fan of the Osprey Wargame Series of books or as I
like to call them, the Blue Books. They had a concise 64 page
length, a full fleshed out wargame, nice art/pictures, good price
point, and often introduced me into a period or style of game I had
not played or tried before. Many of them often began with or
included some interesting design notes. I always put down a book
with a new design idea, appreciation for a period, or some other
positive take away. My shelf soon filled with books from this
series. It is always one of my hobby goals to buy every new release
from Osprey Games in the Wargame Series.
You
can look in my Blog and read all about the books in the series.
Therefore, it only makes sense that I will also try to review one of
their 2019 releases Men of Bronze.
This is a game of Greek Hoplite warfare and number 24 in the series.
This book will be much harder to review from all of the other Osprey
Games books I have reviewed for a simple reason. I wrote it.
Despite
the obvious conflict of interest, I will still follow my normal
approach to reviews on this board and tell you what I liked, what I
did not like, and all the Meh and other Uncertainties related to this
book. As the author, I was lucky to get an advance print copy, and I
will say it has the same great craftsmanship as all the Osprey
Wargame Series books. You can expect white space, great Osprey art,
and plenty of pictures of miniatures.
So,
with my disclaimer out of the way, let's get a closer look at this
book and the rules.
Things
I Liked
One
of the most interesting aspects of the rules is the use of Arete
Points, as a way to introduce resource management into the game.
These are points that are generated by each unit and placed in a pool
for a general to use during the turn. These can be used to do a
number of things such as bid for initiative, attempt to interrupt an
action, trigger a unit's special rule, launch a charge, or other
stuff. This means as units are eliminated, a general has fewer Arete
Points to use and must think about think about how and when they are
going to be used.
The
game is mostly I-GO-U-Go ,but with a twist. You use a Bid of Arete
Points to determine who has initiative and gets to act first.
However, once a unit acts, the other player can use an Arete Point to
try to take the initiative. This can happen as many times as a
player has Arete Points. However, taking the initiative is not a
given, but requires a roll-off. Whoever maintains the initiative can
then act freely with one unit before more Arete Points can be spent.
Therefore, players have to pay attention on when the “flow of
battle” may shift.
The
game has a very simple army composition. Units are abstracted so a
variety of ancient Greek units can be incorporated into the game with
a bit of creativity. In addition, it has basic army lists and sample
lists to get you started right away.
The
mechanics are simple and relatively uniform. After a turn or two, it
will be easy to remember what to do. Almost all modifiers are bonus
dice and bonuses are typically in increments of 2 additional dice.
The dice system is simple but effective without a lot of
memorization. All pushback mechanics are the same distance.
The
game has Designer Notes in it!
Things
I Do Not Like
The
dice system maybe too simplistic. It doesn't take a math genius to
calculate most of the probabilities and outcomes before you engage.
You will have a pretty good idea of what each round of combat will
end up as, and once you engage fighting you fight until the other
unit is destroyed or routed.
There
is a system for units to support one another in close combat and in
assault. If a unit decides to support, they become “part” of
that unit until the fight is done. That means that if you support a
weakened unit, you may loose two units instead of one. Supporting
adds additional combat dice for attacking and defending but does not
change the main units stats in any other way. Therefore, a sloppy
support may cost you dearly.
In
addition, the order of events for supporting can be a bit unclear.
When someone charges your unit, you can choose to support if you are
close enough, you seem to be able to charge or move in to support
once engaged, or when charging a unit can choose to support the
charge if they are close enough. The units then re-align their
position based on if they were the main unit, support unit, on the
flank, or in the rear. This part can get a bit confusing on the
sequence, when dice are added, and would benefit from an illustration
of play or some diagrams.
Meh
and Other Uncertainties
The
game does not use individual model removal. Instead, it is
Unit-vs.-Unit and either entire units are removed, or they are still
in play. Units do need to be shuffled around to align for combat and
support units, flank units, and rear attacks must be set-up into a
recognizable pattern for melee. Some folks are not a fan of that
approach to melee, and prefer free-wheeling edges and multi-unit
combats; but this system has you re-arrange combats into something
more orderly.
The
game has a variety of scenarios with 6 basic scenarios and 6
“historical” scenarios. I am sure these will not be to
everyone's liking. The Battle of Marathon seems particularly
abstracted. However, scenarios may or may not have a complication
such as night fall, bad omens, weather, or even a herd of goats on
the battlefield. These help add to the re-playability of each
scenario. They are relatively “by-the-numbers” scenarios. There
is no campaign system built into the rules.
There
are rules called Morale and Collapse that help determine when a unit
is “wavering” which reduces the unit's effectiveness. However, a
unit typically does not flee until it has lost too much “Courage”.
Once it does flee it may trigger a cascade of wavering or fleeing
units. An entire army can Collapse relatively quickly after a key
melee is resolved. An Army where many of its units flee or start
wavering is in a bad place as they lose units, ability to fight, and
Arete Points for special rules. This may not be to everyone's taste
as it “reinforces” failure, but it does create a lot of friction
for a general to overcome.
Finally,
the pictures and rules talk about using individually based 28mm
models in units of 10. The pictures have units of 10-15 models on
separate bases. All movement measurements are in base widths and the
actual size is not discussed. In the opening First Principles the
game states that it is base and scale agnostic. However, there is
not much discussion on how to use alternate base or model sizes.
This is mostly left up to the player.
Conclusion:
If
you have played DuxBellorum, Lion Rampant, or
others of the Osprey Games in the Rampant series you will see many
ideas and themes that are similar in Menof Bronze.
The Arete Points have an analogy to the Leadership Points
in
Dux Bellorum, but
with a twist. Using generic measurements such as base widths is also
a theme from DuxBellorum.
The simplified army building and unit characteristics are similar to
Lion Rampant.
However,
there are a number of differences that make Menof Bronze unique
from those other Osprey Games rulesets. The game has a unique
profile for units. The units do not lose effectiveness as they
fight. There are no activation rolls. You can see where some of the
bones of Men ofBronze pays
homage to those other Osprey Games' systems, but branches off to do
its own thing with game design and the period.
Overall,
I think it is a neat little game. However, I maybe biased!
Update:
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.
Hey, thanks for the mention and link! I'm looking forward to picking up a copy of Men of Bronze for myself when it's released, though I'll have to decide if I want to make forces for it in 15mm, 10mm, or 6mm!
ReplyDeleteIt seems like Greece is in the spotlight for skirmish gaming at the moment. In addition to Men of Bronze, there's Mortal Gods, and if the images in the new Book of Battles for SAGA offer any hints, we may see an Age of Greece book at some point.
I agree, which is very exciting to me. I know that the May issue of Wargames, Soldiers and Strategy will also be on this period. Good times.
DeleteI am going for this one. I would probably not persuade my bro to start army for Bronze Age at this moment, but I still need this ...
ReplyDeleteSo I bought the rules in pdf today, make a quick reading. Not sure I am happy with that much simplification of the unit profiles, but I like the system at all...
ReplyDeleteThank you! There is always a balance between going to heavy on different units based on differences or generalizing which can leave some people's favorite units out. In these rules, there is little discussion of weapon or armor specifics at all.
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