Hamilcar
surveyed the dusty plains beyond. His army of Libyans, Phoenicians,
and Carthaginians were at the edge of their fertile lands. The
furthest their irrigation channels reached. Beyond was the wilder
lands of the Numidians. They had dared to resist the will of Baal,
and now he was sent to show them the error of their ways. From Libya
he had brought his heavy chariots, each pulled by four powerful
steads. He had also come with loyal North African tributary soldiers
and his fellow citizens to act as the backbone of the force.
Across the
dusty plains were the barbarous Numidians. He could see that they had
brought their own
horseman to the
fight. In addition, he could see the white of goose feathers on the
backs of their
soldiers. That
meant archers would be present, and they most likely out-numbered and
out-ranged his
own missile
troops. Speed would be the key to closing the distance, but the
Numidians lighter horseman could slow him up. Perhaps Baal had been
watching over him when the dry air from the ocean blew across the
fields and kicked up dust. It would help screen his troops from the
enemy archers.
Today’s battle
will be using my test Wars of the Republic rules and features
a battle between the rising power of Carthage in North Africa versus the army of the neighboring kingdom of Numidia.
In actuality, we have very little records that such a clash happened,
but it only makes logical sense that as Carthage’s power grew,
there would be tension before Numidia became a client state. No real
documents survive from Carthage to discuss their early history and we
are left mostly with speculation from archeology and what records the
Romans left us.
The big decision
is to determine which army lists to use for such a hypothetical
clash. If we place the
battle earlier in
time, we can use the Early Republic Carthage list that aligns with
the wars in Sicily and the Numidian list
there. If we want a later battle, closer to the time of the Punic
Wars we could use the Pre-Xanthippus
Reforms army list and the Jugartha list for the Numidians. The main
difference between the lists is the use of Hoplites and Heavy Cavalry
by the Carthaginians, and the access to Elephants for both sides.
I decide to place
the battle in a very early time frame for Carthage and the Numidians,
before Carthage’s interference in Sicily. This would put the battle
early in Carthage’s rise to power and before it extensively used
mercenaries. Essentially, it is a rising city-state against a rival
regional tribal power.
Forces
Carthaginians-
Early Republic (ER)
1 Heavy Cavalry-
Chariots
2 Drilled Infantry
2 Light Infantry
1 Slingers
Numidians- ER
2 Light Cavalry-
12 points
2 Archers- 8
Points
2 Drilled
Infantry- 16 points
1 Skirmisher- 2
Points
Both sides are 38
points. The Carthaginians will generate 6 Command Tokens, and the
Numidians will have 7.
Mission
I decided to test
out the scenario generator I have been working on and rolled up the
following:
We rolled up a
Secure and Control objective. Both sides are trying to seize and hold
onto a small oasis in the center of the board. Each side is trying to
have an intact unit covering or touching the Oasis at the
end of an 8 turn
game. You can also route your enemy as per usual.
We also rolled up
the Dusty complication for this battle.
Set-up
Today, my Paper
Templates are designed to simulate multi-based units on 50x50 bases
with three bases
per unit. I am
testing to make sure that Multi-based units will function as intended
within the rules.
The terrain is a
dusty plain on a 4x4 table with the objective Oasis set in the
center. The objective is
normal terrain.
The Carthaginians are the attackers. They point to one of the grids
on the table and roll
a 2, a 1 level
hill that they place towards the center and to the side of the board.
The Numidians chose a
different grid
space and roll a stone wall. They place it in the back corner of the
grid. The Carthaginians
roll again and get
another stone wall, which they place in the center towards the
opposite edge of the
board as the hill.
In the final square, the Numidians roll up a 1 level hill that they
place in the back close to the center.
The Carthaginians
choose the board edge with the 1 level hill in the center to deploy
on.
The Carthaginians
deploy their Chariots on the their left, facing a 1 level hill close
to the center line. Then a unit of Drilled Infantry, Light Infantry,
slingers on the hill, Drilled Infantry, and then Light Infantry on
the right.
The Numidian side
of the board is relatively terrain less, as it is closer to the
center line. The far left of their line has the
Skirmishers. Then both flanks have the cavalry, archers, and then the
Drilled infantry in the center of
the battle line.
Turn 1:
Neither side bids
any Commander’s Gaze, and the roll off has the Carthaginians go
first.
Slingers spend a
Commander's Gaze and move to the edge of the hill. Light Infantry
move forward, with Drilled Infantry lagging abit behind. It is a
solid battleline, with the Chariots out on the edge, and moving slow.
The Numidians do not interrupt.
The Numidian
battle line moves forward, with the missile troops leading the way.
A few points are paid to skirmish as needed. Their formation starts
to take on a crescent formation with the Drilled infantry in the
center and the skirmishers and light cavalry on the out tips. Anyone
who moves into the center Oasis looks like they are going to be
turned into a pin cushion.
Turn 2:
Both sides pick up
their Commander's Gaze tokens. Neither side looks excited to move
first, but the Numidians bid 1 Gaze to do so.
The entire army
does not move. Only parts of it as the Carthaginian commander
watches the battle line unfold. Archers get into position in cover
by the wall near the Oasis. They are supported by a unit of Drilled
Infantry behind them. That looks like tough bastion to crack.
Meanwhile, the
Skirmishers use Commander's Gaze to rush forward over the hill. By
the Oasis, Light Infantry move to Javelin range, backed up by Light
Infantry again. The remaining archers seem ready to volley into the
oasis.
Carthaginian Light
Infantry on the right rush forward and use Commander's Gaze to throw
Javelins at the Skirmishers on the hill. The Numidians are reduced 1
Courage, but are okay. The other Carthaginian Light Infantry surge
towards the Archer Bastion, but their Javelins fall short of the
mark. That puts them in a dangerous position.
The Heavy Chariots
rumble menacingly forward on the flank.
Turn 3:
Both sides collect
Commander's Gaze again. This time the Carthaginians bid 3, while the
Numidians bid 4. Close bids.
The Numidian
Archers in the Bastion open fire on the Carthaginian Light infantry
in front of them. Despite the barrage, they are lucky and only lose
1 Courage. The Carthaginians try to interrupt, which they do
successfully.
The signal is
given to the heavy Chariots to charge the enemy light Infantry in
their fore. The Numidians choose to Evade. The Carthaginians are
desperate to make contact and choose to pursue for another 1
Commander's Gaze. Both Evade and pursuit rolls are bad, but the
Heavy Chariots fail to come into contact with the enemy! They are
disordered.
The Numidians do
not choose to try to steal the initiative. Instead, they are content
to let the Carthaginian commander show his hand. They sense he is
low on Commander's Gaze. He uses his last Gaze to charge with his
light Infantry into the Archers in the bastion. They choose to hold
position at the wall.
On the other
flank, the Carthaginian Light Infantry again throw at the
Skirmishers, hoping to drive them off. They lose another point of
courage, but seem steady. The rest of the Carthaginian moves up,
with the slingers coming down from the hill.
The Carthaginians
have completed their turn, so play goes back to the Numidians. The
Light Infantry throw Javelins at the oncoming Chariots, but fail to
cause any significant impact. The Numidian Light Cavalry decide to
attack them on the flank with a charge.
The Numidian Light
Infantry in the center decides to charge into the flank and support
their archers friends.
On the Numidian
left (Carthaginian right) the Light Cavalry rides forward and throws
Javelins along with the Skirmishers at the Carthaginian Light
Infantry. The Carthaginians manage to take cover in the rocky
terrain at the foot of the hill. They lose a single Courage and stay
steady.
The Numidian
Drilled Infantry and remaining archers seem content to see the
results of the nearby combats.
Resolve Melee
The
Light Cavalry of the Numidians charge into the flank of the Chariots.
However, Despite waverng, the Chariots manage to absorb the attack
and push back the Ligth Cavalry into the nearby light Infantry. This
turns into a bigger melee with the Light Infantry supporting the
Light Cavalry. Heavy Chariots are down 1 Courage and Light Cavalry
are down 2. Both sides are wavering, the Chariots due to a failed
charge and the Cavalry due to Courage loss.
The
Carthaginian Light Infantry manage to reduce the Archers 1, but take
2 courage loss in return and are pushed back. Neither side starts
wavering.
Turn 4:
Both sides have
been battered, but no units have been lost. They have full
Commander's Gaze. Carthaginians bid 0, while the Numidians bid 3.
The Numidians
charge their Light Cavalry into the right flank Carthaginian Light
infantry with the Skirmishers supporting. The Carthaginians do not
try to interrupt.
The Drilled
Infantry begins to move to secure the Oasis, supported by Archers.
The rest are in melee.
The Carthaginians
decide to have a Drilled Infantry unit charge down in to support
their Light Infantry, who are looking pretty steady. The Slingers
just have the range on the Numidian Archers, and fire. They are
reduced 2 Courage and begin to Waver. The remaining Drilled Infantry
unit decides to back-up and hold fast to see the outcome of the melee
in front of them.
Resolve Melee
This time the Carthaginians decide to start on their right flank with
the new melee. Some abysmal rolling that Commander's Gaze could not
help sees the Carthaginians losing badly! The whole right flanks
collapses and leaves the Numidians free on that flank!
In the center, the Carthaginian Light Infantry fighting in front of
the wall is also routed. However, they were one dice away from
vanquishing their foes!
On the left, the Heavy Chariots manage to eliminate their foes in a
decisive manner.
End Phase
These losses force
some Morale and Collapse tests. The Carthaginian Slingers and
Drilled Infantry saw their friends rout, but pass Morale checks to
avoid wavering themselves. They also pass their Collapse test,
putting their faith with the strength of their chariots. The
Nunmidian army could not see their Light cavalry and Light Infantry
crushed by the Heavy Chariots.
Turn 5:
Both sides lost units, so they have reduced Commander's Gaze pools.
Numidians bid 3 for Initiative.
The Numidian Archers fire on the Slingers, and reduce them three
Courage and to wavering. The other archers fire on the Drilled
Infantry and reduce them two Courage and force them to Waver as well.
The Numidian Light
Infantry that fought near the wall charges the wavering Drilled
Infantry. The Slingers choose to support. However, the flank is
also charged by the Light Cavalry. Finally, the Drilled Infantry
move into the Oasis.
The Heavy Chariots
are out of position, but use a Commander's Gaze to Rally.
Resolve Melee
In the ensuing Blood Bath, the Numdians and Carthaginians are all
routed from the combat.
End Phase
The
Carthaginian Heavy cavalry automatically Collapses due to the
modifiers to their Collapse roll. They flee to live another day.
That leaves the Numidians in control of the Oasis.
Conclusion
As the
Carthaginian commander, I followed in the footsteps of a long line of
Hamilcar's. I lost! Let's talk a little bit about why I lost.
First, I had some terrible rolls on the right flank, but those were
off-set by good rolling on the left with the Heavy Chariots.
Therefore, I can't blame bad dice. They balanced. I actually lost
for two main reasons.
Poor support
choices- I should not have backed up the Light Infantry with the
much better Drilled Infantry on the right flank. Sure, the Lights
had a good 4 Courage left, but ultimately the Drilled Infantry would
have been better off waiting to see who won and charging the
winners.
I was
outnumbered pretty badly. This allowed the Numidians to dictate the
pace of the game with Commander's Gaze. There was always a unit
ready to jump in on the Flank during combat. I put too many points
into those heavy Chariots.
Not a good
enough strategy. I was hoping to crush the left with my Heavy
Chariots and then roll up the flanks. However, Chariots are not
maneuverable enough for that. In addition, I did more than pin the
enemy with the rest of my force, I outright attacked a well defended
bastion in the center with Light Infantry instead of heavier units.
In other words, I
got out played! We both forgot the Dusty complication through out
the battle.
Here are some
observations about the rules themselves so far. For the most part,
they are pretty straight forward. The larger bases got a bit
confusing as I did a terrible job of marking which and where was the
focal point of the unit. If I would have done that better, I think
they would work fine. All though, it got tight on a 4 x 4 board with
3 base units of 50mm each base. I had to move to maneuver due to
Zones of Control and using a 1 inch base Measurement Unit.
The other big take
away was the “Resolve Melee” phase of the rules. In Men of
Bronze, attacks happen as they occur, but it is harder to chain your
attacks with support then. Here, there is a post- movement phase to
resolve melees. This was a popular However, it can be challenging to
recall who charged, who was the initial attacker, was support, etc.
In addition, I just left flankers on the flank and did not move them
around to support after the first turn. These were based on feedback
from Men of Bronze.
Flank attacks got
flank bonuses turn-after-turn. This allowed some decisive combats,
but made calculating attack dice a bit harder. In addition, it can
be tough to recall what is happening in a big melee. Therefore, I
may need to re-think how the rules deal with this without going all
token/notes crazy.
Overall,
the changes to Wavering worked really well and made it much more
relevant to the game. Instead, of only wavering at 2 Courage a Unit
can Waver anytime they get damaged and fail a Morale test. It wasn't
a huge deal breaker in this game, but it made each attack and melee
seem relevant.
A fun
game, but some tweaks are still needed.
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