Showing posts with label Carthaginians. Show all posts
Showing posts with label Carthaginians. Show all posts

Monday, October 19, 2020

Review: Clash of Spears- Fighting Hedgehog


Clash of Spears is a Skirmish game for Ancients.  Many Ancients rule set focus on the "Big Battles" like Plateae, Cannae, Zama, etc.  However, these take a very different approach since instead they are looking at the smaller scale skirmishes between soldiers.  I can understand why the gaming world would focus on these larger scale battles as that is where most of the sources are, and where the scholarship is!  There is very little actual historical detail about skirmish combat, even though we can be confident that small scale engagements between individual and small units must have occurred. 

This level of gaming has always appealed to me for a simple reason.  I can not typically see myself or imaging myself as one of the "Great Men of History" to use an out-of-favor term.  I can see myself as a poor, confused, scared, grunt on the front lines trying desperately not to get killed!  Therefore, smaller scale model-vs-model and small unit-vs-small unit type skirmishing appeals.

Thankfully, Clash of Spears begins with a high level overview of the designers intent.  The idea is to have short, violent bouts of violent action.  Then both sides need to withdraw and regain their strength and courage.  The game is also intended on how leaders of such smaller units must maintain focus on keeping their units battle ready, even when faced with fatigue.  This can be mental and physical fatigue.  Finally, the game is intended to keep both players engaged through out the battle.  

That all sounds dandy to me, but can the rules actually pull off what it says on the tin?  Time to form ranks and march in to find out.

What I Liked

At the end of each section of rules, they had a nice little summary.  This made finding relevant rules very easy!  Boxed out examples were also helpful.  

Measuring is done from the closest model to the closest model.  This is an easy and sensible way to approach distance between units.  You can also not remove casualties in a way that would increase distance, so casualties come from the back of the unit. 

The biggest "innovation" in the rules is that units acquire "fatigue points" that hinder their ability to carry out actions.  These rules interact with actions, armor and terrain to indicate that units trying to push through difficult terrain while fighting will have a big disadvantage.  All fatigue applies AFTER the action is performed. These Fatigue Points impact your combat and morale tests.  Too much Fatigue and your units just run away.  You can remove Fatigue points by resting your troops.  This forces you to think through how and when you  need to time "the big push" for victory.  On the downside, a QRS and Tokens are needed to apply these appropriately in the heat of the game.  

You can use Command Points to influence Initiative rolls!  This makes it a bit of a bidding system. After that, it is alternating activation with a reaction phase.  Perhaps the reactions are over-engineering in an alternate activation game, but it does require both players to stay focused on what is happening in the game.   

The rules have a nice "Putting It All Together" Chapter that walks through a sample turn.  This was very helpful for me to understand the flow of the game and how all the components laid out in the rules went together.  This was very helpful and helped illustrate all the decision points in the game, and really highlights the importance of fatigue.  Decision points are good.   

Deployment involves using counters so you can set-up using "blinds".  Counters can continue to move onto the table until they are "detected".  Then they halt movement.  No counter can be moved in more than 6 times, or up to 24 inches without being halted.  This allows for a more varied deployment methods and some uncertainty.  Once all are deployed, you can reveal the units and they acquire starting Fatigue based on their deployment, terrain, and type of troops.  If you want to just throw down and play, you may find this approach tedious.  I like it since you have to start making decisions early.  

The book had great shots of models on the table, some of them full page shots!  They also have nice art.  They also had diagrams and images to help illustrate the rules of the game.  This is a plus in my book. 

What I Did Not Like

This rarely comes up for me, but I am not sold on the lay-out of the rules.  For example, it talks about fatigue tests and how it impacts the game, before I am even sure how the game turn is structured.  Therefore, I am left a bit confused on how the Turn Sequence and the Fatigue rules interact.  There were some other head scratchers of lay-out where I was unsure how it would play as key aspects of the interactions were not clear based on the structure of the rules themselves.  That is probably why the "Putting It All Together" section was needed.    

For maximum effect, the game seems to use Character Models and the Command Points and Command Range they provide to give you maximum tactical flexibility.  The commanders themselves are not better fighters necessarily than the rest of the troops, but allow them to execute more actions.  This makes sense to me, but the downside is that "Character" models become essential to how much you can do tactically, therefore your officer must roam the battlefield and tell your guys what to do.  I am no longer of fan of this model, with a few exceptions based on genres. 

I feel that individual units will have their own leaders  and the soldiers themselves probably know the business of soldiering.  They don't need Artorious The Named to tell them to move forward, throw their Javelins, and then fall back!  Sure, this is a skirmish, but it still feels a bit weak sauce for the level of game we are playing, but it is not the only "skirmish" style system to do something similar. Look at games like Land of the Free, Chosen Men, and Sharpe's Practice as examples.  

The game is not as streamlined as I would like as armor, terrain, actions, combat results, etc all interact to generate Fatigue Points.  In addition, each unit will have a a Fatigue Token, Activation Tokens, and Casualty removal to determine their state.  This seems a bit heavy on the tracking for each unit.  In addition, there feels like a lot of dice rolling to generate somewhat ordinary results.  

Meh and Other Uncertainties

The game allows pre-measuring.  The idea here is that troops know their engagement ranges very well, and there are plenty of other places to make a tactical mistake.  Judging distance is not one of the mistakes to be made.  

To activate a unit requires 1 CP from a Character, and 2 if the unit is out of range.  If the unit has Fatigue they will also need an additional Activation Test!  For those who complained about Lion Rampant, this is not the activation process for you!  You can see how this game is very tactical in its design where the position and state of troops really matters.  I will also emphasize that Command Point respawn is 1 less than the Character's Profile, so there is also an attrition/resource management component to the use of Command Points and a limit to the number of characters you will probably have access to in a battle.      

Units once Activated, can try to chain their activations.  However, in between chained Activations the opponent can try to react and interrupt the chain.  Reactions always require an activation test and a Command Point usage.  Finally, due to the way Fatigue accumulates sometime sit is just better to wait and remove fatigue instead of pushing all out.    

Units can activate up to three different times in a Phase. This includes reactions as well.  So theoretically, a turn could have a force with 5 units, take 15 activations.  This is unlikely to occur due to mounting fatigue.  

The board set-up has a pretty comprehensive set of rules, but they seem a bit dice heavy to create a "randomization" effect.  The idea it to limit one person or player dominating the terrain placement too heavily to provide and advantage.  There also rules for gaining re-rolls before a battle by consulting the Omens or giving a rousing speech, these are flavorful additions.  There are five basic scenarios in the rules.  

Finally, the last section has some rules for warbands for the game.  These mostly come from the Rise of Rome period, so it has Republican Romans, Gauls, Carthaginians, Greek Colonies, Numidians, Pyrrhus, Iberians, Samnites, and the Italic tribes to start you off with.  That should cover most people's ancient army lists for a good start.  The authors even acknowledge the limitations of any points system, but one is provided for players to argue over.  This should be enough to get you started with your Ancient Skirmishing.          

Final Thoughts   

This game is heavy on the friction and decision making in how to resolve said friction, and I like it in theory.  Running out of Command Points is really bad! Having too much fatigue is even worse!  However, there is a bit more book keeping and charting to the process then I would like.  In practice, a unit would have up to 3 action tokens and up to 6 fatigue tokens, which is at least 2 markers per unit, with casualty removal a third way to show the state of the unit.  In addition, there are a number of actions a unit can take that apply different situations and modifiers for a unit. Perhaps a side board is needed to help track it all?    

I am sure in practice, the modifiers and details will fall away pretty quick, but just at first blush a QRS will be needed to recall what Modifiers apply when, and how many dice you roll in certain situations.  Thankfully, the game does come with a QRS you can copy, and a card version too!  

I can't shake the feeling that this started life as a Mod to Warhammer Ancient Battles, and tacked things on instead of peeling elements off.  The way base-to-base works, the casualty removal, the focus on individual armaments and gear, the dice approach, initiative in combat, it just feels like the level of "Crunch" vs. "Abstraction" that the old GW game had.  I had the same feeling about Osprey's Chosen Men, too.  I am probably wrong in this case because there is a lot of divergence from that model.  In fact, at one point the designers say, "We have tried to use simple, standard mechanics for combat and shooting to leverage the experience that many players have had with previous games".  This maybe the source of this thought, since the focus on Fatigue is VERY different than many other games systems.     

Overall, I think the games emphasis on Friction and Fatigue is a great idea.  To me that is the heart of ancient battle.  The delivery I am not as sold on.  I feel more thinking on the process could have led to a more streamlined approach to achieve the same desired results.  There is some places where they choose to abstract such as measuring, formations, flanking, etc; and others where they choose to get detailed such as weapon initiative, defensive postures, how actions impact location and formation, etc.  I know these are skirmish rules, so a certain level of "detail" is needed; however I can't shake the feeling that the level of abstraction is still too granular.  There is no doubt a good scope for decision making.  There is nothing fundamentally wrong with the methods used, and I am sure they give a fine game.  There are some points I think they abstract better than others in the rules.  



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Monday, January 13, 2020

Battle Report: Wars of the Republic- Carthaginians vs. Numidians

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.

  1. 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.
  2. 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.
  3. 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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Monday, December 23, 2019

Men of Bronze: Greeks vs. Carthage- The Sicilian Wars




Greeks vs. Carthage- The Sicilian Wars 480 BCE to 306 BCE

Sicily proved to be the battleground between two of the premiere civilizations in the Mediterranean.  The Doric Greeks and the Phoenician Carthaginians battled for control over the island as a vital crossing point and stronghold for trade.  Whoever controlled the island could control North/South and East/West sea lanes.  Therefore, the competition between the Greek allied city-states often led by Syracuse and the North African city of Carthage raged for decades.

The Osprey Wargames Series book number 24;  Men ofBronze details the battles between the Greek city-states on the mainland.  However, it fails to touch on the battles in Sicily between the Carthaginians and the Greeks.  Here, we are going to take a closer look at this conflict and how to use the Men ofBronze rules to play out these conflicts.  In addition, many of the campaigns were land and sea affairs offering the chance to link games of Osprey’s Posiedon’sWarriors and Men of Bronze.  

 
The Sicilian Wars
The conflict for Sicily was a series of seven individual wars between various Greek city-states and Carthaginian troops.  To control Sicily was to have control over vital trade routes.  It has been suggested that Carthage was primarily interested in keeping the trade routes to Sardinia open, and hence needed a secure western Sicily to accomplish that goal.  However, the Doric Greeks were aggressive in expanding their sphere of influence by ejecting the Ionians, removing Carthage, and dominating that trade for themselves.  Thus, the seven Sicilian Wars.  To put it in perspective, the famous failed siege of Syracuse by Athens took place during the second Sicilian War.  

The specific details of the Sicilian Wars are not relevant, except that they are a fertile backdrop for battles between Greek City-State armies and those of Carthage.  Suffice to say that various Greek Tyrants of Doric and Ionian origin allied or quarreled and that often led to intervention by Carthage.  Various cities were sacked, armies defeated, and booty taken.  Sometimes the Greeks lost, and sometimes the Carthaginians lost.  In the end, neither side ever really gained control over Sicily until Rome eventually ended the squabbling decisively.

For further reading, I recommend you take a look at the following battles of note during the seven Sicilian Wars:

·         Battle of Himera 480 B.C. E.
·         Second Battle of Himera
·         Battle of Selinus
·         Battle of Catana (Naval)
·         Battle of Cronium
·         Battle of Crimissus
·         Battle of the Himera River
·         Battle of White Tunis

You can use your preferred rule sets for campaigns in this era.  However, I will be focusing on Osprey’s Men of Bronze rules.  I like these rules as they are scale and model agnostic by using base widths and focal points for movement.  In addition, they are Unit-versus-Unit rules with no casualty removal.  I find the mechanics straight forward and the method to build armies simple and easy.  Plus, you do not need a huge number of units per side, about 5-8.  Of course, I am biased since I wrote them!

With a little tweaking these army lists and scenarios can be used with any Ancients rule systems. 



The Carthaginian Army
Details about the early Carthaginian Army are scarce.  Diodorus of Sicily (Siculus) is our main written source.  There are snippets in Polybius, Herodotus and Livius, but as always with the Ancients; written sources go only so far and you need to turn to archaeology.  Even then, the details for this period can easily become intermixed and confused with the details of the later Pyrrhic and Punic Wars.
The Carthaginian army re-organized and reformed along Hellenic lines into a Hoplite phalanx somewhere during the 4th century.  It is believed that this may have occurred after the First Sicilian War ended with a Greek victory at the Battle of Himera.  Legend has it that the Carthaginians were impressed by the valor of Greek hoplite troops during Himera that they decided to adopt the Greek formation.  Of course, this is probably Greek propaganda.  For simplicity, our army lists will consider that the Carthaginians were using the Hoplite Phalanx through-out the Sicilian Wars. 

At this early stage of the Carthaginian military power, much of the manpower for the army was still citizen militia and levy troops.  Much of the core infantry was from the cities of North African and Libyan coasts.  The heavy use of mercenaries and subject people occurred after the losses suffered in Sicily fighting the Greeks. 

The citizen militia appears to have been a typical Hoplite force.  Linen breastplates with large round shields and spears were the common equipment.  Carthaginian citizen forces would fight in the typical phalanx formation of the Greeks.  In addition, light infantry forces supplemented the citizen phalanx.  These were armed like the Peltasts common on mainland Greece and came from various sources.

There are references to a “Sacred Band” that has obvious roots with the Sacred Bands from the Greek mainland.  These were the sons of well-bred Carthaginian nobles.  These troops had the best wargear and personalized shield emblems.  They were trained from a young age to fight in the Phalanx.  However, their service record is not as illustrious; as they were wiped out on three separate occasions during the Sicilian Wars.  They took the field as an elite phalanx formation, often at the center of the battle line.           

As the Sicilian Wars dragged on, more and more mercenaries were integrated into the army.  These were drawn from sources across the western Mediterranean including Gauls, Iberians, Sicels, Sardinians, Corsicans, and of course the famous Balearic slingers.  Cavalry forces were frequently drawn from the subject peoples and focused more on impact than typical Greek or Persian forces.     

The early Carthaginian forces in Sicily also made use of the Chariot.  They were typically the four horse variety and supplied by Libyan subjects. There is evidence of these Chariots being used through out the conflicts in Sicily despite them going out of favor elsewhere.  These appear to be in operation within the army until the 3rd century BCE.  These can be represented by the Heavy Cavalry options in the Men of Bronze list.     

Elephants are considered a well known feature of Carthaginian armies.  However, there is no evidence that they were in use during the Sicilian Wars.  The war elephant first came to Europe with Pyrrhus of Epirus.  The Pyrrhic Wars post-date these conflicts.   Therefore, there are no War Elephants in this list.

Below is the Army List for Carthaginians during the Sicilian Wars:

Carthaginians
·         0-1Elite Hoplites
·         1+ Militia Phalanx
·         0+ Peltasts
·         0+ Drilled Infantry
·         0-4 Warband Infantry
·         0-4 Archers/Slingers
·         0-2 Light Cavalry
·         0-1 Heavy Cavalry
·         0-2 Psiloi

In the Men of Bronze rules, there are a number of sample army lists presented to allow you to quickly sort out and play a game.  They are built for a standard size game of 38 points.  Below will be a sample army for the Carthaginians in Sicily.

Carthaginian- Sample Army List- 38 Points
·         Elite Infantry- Sacred Band
·         Militia Phalanx - Citizens
·         Heavy Cavalry- Chariots
·         Slingers- Balearic Slingers
·         Psiloi- Mercenaries

This list includes all of the “signature” Carthaginian Units in one army.  It may not be well rounded or versatile, but it is distinctively Carthaginian.  A more balanced list looks like the following:

 Carthaginian- Sample Army List- 38 points
·         Militia Phalanx- Citizens
·         Militia Phalanx- Citizens
·         Warband Infantry- Mercenaries
·         Slingers- Balearic
·         Heavy Cavalry- Chariots

This still has Carthaginian flavor, but is a well-rounded force better fit for dealing with those pesky Sicilian Greeks.
From the Victrix Limited Website- Warriors of Carthage Box

Syracuse and the Sicilian Greeks
The island of Sicily was colonized by two factions of Greeks: the Ionians and the Doric Greeks.  Both had established themselves and developed the standard Polis city-state common on the Greek mainland.  These cities often displaced natives such as the Sicel tribe.  The city-states soon fell under the control of various tyrants who ran them.  In addition, factional in-fighting between the Ionian and Doric Greeks often inflamed tension between the various city-states.  Like their mainland neighbors, the Sicilian Greeks were often divided by factionalism and politics.  

The largest Greek city-state on Sicily was the city of Syracuse.  It was on the eastern shores and was founded by Corinth.  During this time period, it could be argued that Syracuse had the largest army in Greece.  The city was expansionist in nature and would eventually control much of Sicily and southern Italy.  However, Syracuse was not the only Greek founded city-state on Sicily.  They all generally followed the military model of mainland Greece as well.  These various city-states were frequently feuding or at war with each other. 

For Syracuse or the Sicilian Greek City-States you could use the army list found in the main Men of Bronze rules.  After all, the bulk of the armies were hoplite phalanxes.  However, the city of Syracuse probably had larger access to cavalry than those of mainland Greece.  For example, Athens was well known for having a large cavalry force of up to 1,000 horseman.  Supposedly, Gelon the Tyrant of Syracuse was able to field 5,000 cavalry before the battle of Himera!  In addition, Syracuse may have had a larger access to Archers/Slingers than most mainland Greek city-states.  One of the descriptions of the Battle of Himera makes specific mention to the commander of Archers for the Greeks. 

If players prefer, they can choose to use the following Syracusan/Sicilian Greek City-State list instead of the Greek City-State list found in the core rulebook for Men ofBronze.

Syracuse/Sicilian Greek City-State
·         0-2 Drilled Hoplites
·         1+ Militia Hoplites
·         0-3 Peltasts/Psiloi
·         0-4 Archers/Slingers
·         0-4 Cavalry

This could provide a sample army for 38 points as follows:
·         2 Militia Hoplites
·         1 Cavalry
·         2 Archer
·         1 Peltast



Historical Scenario- Battle of Himera 480 B.C.E.- The First Sicilian War

Greek legend has it that there was a vast world-wide conspiracy hatched by their enemies to destroy all of Greece and subjugate it to barbarian rule.  The Persian invasions of Xerxes was one front in this conspiracy.  The second flank was in Sicily, as the barbarian Carthaginians closed in on Greek Sicily. 

Herodotus and Diodorus Sicilus both describe the campaign and the battle.  However, the numbers involved are suspect and some of the details are questionable.  Despite this, having the details from two sources helps us understand the battle more than other ancient battles.  The outcome has been corroborated by recent archeological finds in the area of mass soldier graves for the period.

We know that prior to the battle, Carthage mobilized a large force including chariots, cavalry and much of their citizen soldiers to the campaign.  Many mercenaries were also recruit from Gaul, Spain, and Italy.  They sailed to Sicily, but some of the ships with the cavalry and horses were lost.  This would prove to be a challenge for the Carthaginians and their allied city-states. 

On the Greek side, the Tyrant Gelon of Syracuse and Theron of Arkagas aligned their forces together.  The force supposedly had a wealth of cavalry compared to their Carthaginian foes.  In addition, the Greeks main body was their hoplite soldiers.  The Greeks claimed that the performance of their citizen-soldiers in Sicily is what influenced the Carthaginians to use the same model.  These hoplites were undoubtedly supported by Sicilian Peltasts and light troops.      

After the difficulty in crossing, the Carthaginians had some early success on land against Theron’s forces.  However, Gelon soon came to his aid.  The Cavalry advantage of the Greeks paid off as they were able to rout various Carthaginian ravagers. 

At this point, there are three different stories of how the battle unfolded.  Heordotus gives us little detail about the battlefield, so our main source is Diodorus Siculus.  He claims that Greek cavalry infiltrated the Carthaginian naval camp and killed Hamilcar.  The Carthaginian and Greek army then met on the field of battle.  Eventually, the arrival of the Greek cavalry and the news of Hamilcar’s death caused the Carthaginian troops to retreat to a hillside.  As the Greeks began to loot the camp, Iberian troops attacked and almost scattered the Greek’s until Theron’s troops from Himera flanked the Iberian troops.  This led to the end of the battle. 

All versions of the tale had the Carthaginian commander, Hamilcar die away from the main battle.  Then the rest of his troops broke and fled.  Some stories have the Greeks fighting uphill, while others have the Carthaginians fall back to a hill before eventually surrendering.  No matter which version of the story you read, the Carthaginians lose decisively.  The entire expedition is lost.  How much we can believe from the histories that remain is up for debate, but we do know that Carthaginian influence and power waned on Sicily for the next 70 some years. 



Forces
Like most ancient battles, we have very little detail about what each army consisted of.  We have a few hints.  The first is that the Carthaginians had lost their cavalry and Chariot forces in transit.  We also know they were using Citizen Militia and Mercenaries.  On the Greek side, we know that the Cavalry played a large role in the battle.  One of the versions of the Carthaginian defeat calls out the role of Greek archers.  From these hints, we can put together some ancient lines of battle for our game.

Carthaginians
Drilled Phalanx- Sacred Band 
Militia Phalanx- Citizens
Drilled Infantry- Mercenaries
Slingers- Balaeric
Peltasts- Mercenaries
Peltasts- Mercenaries

The Carthaginians will have no Strategoi to lead their force, and therefore will not generate an extra Arete Point from his unit.  However, the Sacred Band will be considered the command unit for purposes of Collapse tests.  For this scenario, I have rated the Sacred Band of Carthage as only Drilled Infantry instead of elite.   

In one version of the story, Iberian mercenaries counter-attack the Greeks looting the Carthaginian camp and almost break them.  However, Theron’s forces leave the city of Himera and reinforce the Greeks  and defeat the Iberians.  In the list above, these Iberian troops are represented by Peltasts.  Alternatively, the Carthaginian commander could replace them with Warband Infnatry.   

Greeks
Cavalry- Gelon
Cavalry
Militia Phalanx
Militia Phalanx
Militia Phalanx- Theron
Psiloi
Psiloi   

Gelon will be the Strategoi of the Greek forces.  The Greeks have a points advantage in this scenario.  In this force, the Psiloi could be mixed missile troops such as archers and javelin men.  In one of the reports of the battle, archers play a key role in killing Hamilcar.  Alternatively, the Greek player could replace the 2 Psiloi units with 1 Archer unit.    

Victrix Limited- Greek Light Cavalry

Set-up
We know the battle took place in site of the coast near the city of Himera, but the exact details are unclear.  Recently, mass graves were discovered in the area of the old city of Himera where some of the bodies were dated back to the 5th century.  However the location of the graves does not help us truly nail down the details of the topography of the Battle of Himera. 
                                                                                                                                                          
We know that a hill took part in the battle.  In one story, the Greeks fought uphill against the Carthaginians.  In another, the Carthaginians retreated to a waterless hill before surrendering.       

Therefore, our scenario will posit the following based on Diodorus’ account.  The battlefield itself will be 72 base widths by 48 base widths wide.  The table should be bisected length-wise by a hill.  This can be books under the cloth, actual hills across the board, or some other technique to provide one side of the board as a raised area.  Other scatter terrain can be placed as the players wish.  However, transitioning from the low side to the high side of the board should count as difficult terrain. 

The Carthaginian forces control the “top of the hill” and can deploy anywhere between their long board edge and the center line.  The Greeks deploy on the long side of the opposite “low” board edge.  They can be up to 4 base widths in from their edge. 

The Greek player must deploy 1 cavalry unit in reserve, and Theron’s Militia Phalanx in reserve.  The Cavalry will make a discipline check beginning in Turn 2 and the beginning of Turn 3 for Theron’s men.  If passed, the Greek units can deploy on a table edge specified below.  The cavalry (without Gelon) can deploy touching the Carthaginian long board edge.  Theron’s men can deploy touching the short board edge on the Greek right. 



Complications
The scenario rules have outline two complications all ready.  The first is the lack of Strategoi in the Carthaginian force.  The second is the reserve deployments of the Greek forces. 

The final complication is, during the End Phase of turn 3 each unit in the Carthaginian army must make a complication test for being Hungry and Thirsty.  The details can be found in the Men of Bronze rulebook.  However, it is essentially a discipline check.  If failed, the unit has more difficult target numbers for future rout tests. 

Winning
The Greeks have a literal “uphill battle” while the Carthaginians have their own challenges in this battle.  Each force must overcome the frictions they are faced with.  The winner of the battle is the force that manages to rout or collapse the other force.  There are no other complicated victory conditions.         

Final Thoughts
You can see the beginning outlines for a fun campaign between the Carthaginians and Greeks in Sicily.  There are a number of fun battles and scenarios between these two antagonists for a plucky wargamer to draw inspiration.  A war games club or small group of gamers could easily put together a fun Con game, a themed night or two at the club, or a more involved campaign using a map of Sicily!  You can even integrate it with other game systems for a land and sea effort.  Overall, the Sicilian Wars could form a fun, unique, and interesting opportunity to have a lot of fun as a gamer.  I encourage you to give it a try.          

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.