Showing posts with label Wars of the Republic. Show all posts
Showing posts with label Wars of the Republic. Show all posts

Monday, January 13, 2025

Wargame Design: The Corinthian War - Men of Bronze Supplement

 


Find the new supplement here!

Honestly, this was really unexpected.  One day, I was thinking about the trouble I was having moving some games forward.  I was having challenges getting words on the page.  I kept hitting internal road blocks, despite working my usual system.  I was getting frustrated, and my output was suffering.  

I am not even sure what happened, but I decided I needed to pivot.  What I was doing was not working.  I don't even recall the conscious thoughts that led to this supplement for Men of Bronze/Wars of the Republic to happen, but once I pivoted and started working on it..... well..... it poured itself onto the page in a matter of days.  This was not on my "To Do" list at the end of last year, so to see it now is a surprise to me as it is to anyone else.  Writing can be weird sometimes.

 

What is it?

The Corinthian War is a supplement for use with Men of Bronze/Wars of the Republic that were published as part of the Osprey Wargaming Series of games.  This is the 4th supplement I have done for those rules the others being: 

This one focuses on the historical Greek campaign known as The Corinthian War.  This took place about 10 years after the end of the Peloponnesian War, and after the famous March of the Ten Thousand.  The details of the Corinthian War are documents by Xenophon in his work Hellenica.  There is also additional material in Plutarch's Lives and the works of Diodorus Siculus.  

The supplement focuses on re-creating the historical battles of The Corinthian War on the tabletop.  In this way, it is similar to The Ionian Revolt supplement.  Like  The Ionian Revolt this campaign was a combined arms, Land and Sea affair.  It involved a variety of Greek City-States backed by Persia in overthrowing the military power of Sparta.  Therefore, it had a wide cast of interesting characters, unit types, and miniatures that I could use from my collection.  The campaign also had traditional big hoplite battles, ambush actions, raids, and a variety of scenarios to make wargaming it a blast!   


What is in it?    

This supplement is a condensed work of about 25 pages.  This includes the following: 

  • A Brief History
  • Some Line of Battle modifications
  • The main Campaign
  • Optional campaign scenarios
Total there are about 10 scenarios and a very brief way to score the campaign for a result.  This includes a Naval battle scenario, a Coastal Raid scenario, a Strong Point scenario, and some more traditional scenarios.  The Line of Battle modifications add Freed Helots and Athenian Marines as unit types that did not really exist before.  Spartan King Agesilaus II gets his own Line of Battle as well.  

Artwork has a few miniatures that I have painted from Victrix, some cool artifacts from the period, and a snazzy map!  


Where do I get it? 

Of course, you will want a copy of Men of Bronze/Wars of the Republic first.  You can get those wherever Osprey Books are sold.  

If you happen to be one of my Patrons on Patreon, you all ready have it!  I provided it to all my paying Patrons back in December as an early Christmas gift.

If you aren't a Patron (Tsk, tsk!) then you can get it now on my Blood and Spectacles Wargame Vault page.  

Thank you for your support!  I put all the profits I make back into the business of wargaming!  That means more wargames, more RPGs, and more content for you to enjoy on my blog, Social Media feeds, and my Patreon.      

Find the new supplement here!    

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, February 19, 2024

Wargame Design: Managing Criticism

 


Congratulations!  Your first (second, third, fourth, etc.) game is out into the world!  You went through all the steps of the process, play-tested it, finished it, did the post-production work, and now it is out in the wild and people are playing it!  If you are like me, this process has taken 2-5 years of your time.  However, you are now a wargame designer!  

I hope you are ready for the hard part.  People are not going to like your game, and they won't be afraid to tell you about it.  Some of this feedback is more helpful than others and you can learn from it for your next game.  Typically, it falls back into the following categories: 

  1. None at All
  2. Not Helpful
  3. Misalignment
  4. A Gift
None at All
Perhaps the most ominous type of feedback when you publish your game is None at All.  There is radio silence and no one is talking about it in any meaningful way.  That means, you did not even get someone interested enough to comment.  Perhaps the most damning, the most frustrating, and the most useless form of feedback.  As the Wargame Designer, you have no idea where the disconnect occurred and no one is engaging enough to tell you!  That makes it really hard to do better next time, is it the rules, the distribution model, the way you advertised?  You just don't know.    

Not Helpful
Some of my favorite and most colorful feedback falls into this category.  I actually printed out and posted this feedback on my work space wall because I loved it so much.  It comes from an Amazon review.


Absolutely love this review.  I am glad 4 people found it helpful to them.  I mostly keep it because it makes me laugh.  

However, the review itself doesn't give me anything to work with and no real feedback that I can actively go back and work with to make a ruleset better.  The only thought I had after reading this was, "If they though it was a waste of paper, they should have gotten the e-publication instead?"  The feedback I took was to start publishing more content electronically, after all I wouldn't want to waste paper.  

A lot of feedback you get will fall into this unhelpful category.  They will say things like, "It's trash" or "It sucks".  That doesn't give you anywhere to go with it, and follow-up questions would be needed to find out what the actual issue was.  On the other side, positive feedback can fall into the same category.  Saying a game is "Great" or "Perfect" doesn't help out much either.  However, it does feel much better than the other side of the coin!     



Misalignment
This is the most common source of feedback and criticism that you will find.  There is a simple misalignment between what your customer was looking for and what you delivered.  This is a very broad category and has a number of sub-categories.  
  1. POV
  2. Wants
  3. Expectations
A misalignment on POV simply means that the assumptions you made about warfare of the period or the setting do not align with what your customers POV is.  You may think that in your game it is Vietnam in Space.  Meanwhile, your players wanted Space Opera.  You may think that defined battle lines were less important, and that they were more fluid than traditionally thought, but your player disagrees with your assumptions.  This misalignment around what the rules should do leads to dissatisfaction with the game.  

A misalignment on Wants is similar.  Basically, it is a disagreement about taste and preference.  They wanted a crunch game, but you delivered a simple game.  They wanted 20 different unit types, while you simplified it into 5 broad categories.  They like a One Roll to Rule them All, but you used Dice Pools.  This misalignment around how the game is structured or built leads to feedback or criticism of the system.  

The last misalignment is around Expectations.  They player wanted something with a hard, defined time scale and you do not have that.  They expected to highlight armor, when the game you delivered focuses on infantry.  The player read your blurb and expected model-vs-model but got unit-vs-unit.  Essentially, the player had built up how they wanted the game to be, but you had other ideas.  This happens a surprising amount of times.

These misalignments are the number 1 driver of critique and feedback about your game.  These can be mined for useful ideas and thoughts to help you create a better, and different product next time.  

A Gift
The final form of feedback or critique you will receive is The Gift.  This is the rarest, and it is almost like catching a unicorn!  A Gift is feedback that helps you as the designer make your next game better. It is specific, clear, actionable and aligns with your own goals and objectives as a designer.  This is often very simple and specific things you can do and implement in your work for next time.  



A Case Study
It is no secret that Men of Bronze received a decent amount of feedback and criticism upon its release.  I was grateful that enough people tired it out to even give me this feedback!  There were four primary sticking points: 

1. It was not clear on how to use different scales and multi-based units
2. The abstractions were not to everyone's liking
3. Models could charge too far
4. The support rules did not make sense to players

So, let's dg into these critiques and see where they fall into the matrix of critique?  

1. Unclear how to be Scale and Model-agnostic     
This tended to fall into pretty reasonable discussion and I rated this as "A Gift".  I was able to rectify this with some simple clarifications in the FAQ on the blog, in Hercules Abroad the supplement, on the Message Board, and was incorporated into writing Wars of the Republic.  This feedback made future games better, and the verbiage has been an easy port into all my other MoB-centric systems. 

2. The abstractions were not to everyone's liking
This critique came in a number of varieties.  Some people simply hated that I put in a quick blurb using 10 models in 28mm for a unit.  This really got under people's skin, and their reaction was to often call the whole thing trash from that one sentence.  Of course, I have seen people play the game with units of 50+ models in 28mm too.  However, this one sentence sent some of the critiques into the Not Helpful territory.  

The majority of criticism on the abstractions were simple misalignment.  They had certain assumptions about how you should use figure/distance scales to represent space and unit size.  This was not that type of ruleset.  Others believed that the fundamental idea of "bathtubbing" or small forces for big battles wasn't what they wanted to play.  Others were unsure if this was a model-vs-model or a Unit-vs-unit game and came expecting one or the other.  

Some of the criticism that came in fell into the Gift category.  They had a clear understanding of what I was trying to do, and were able to give me tips and tricks to do it better.  

Therefore, when I wrote Wars of the Republic I spent more time and words to be intentional with explaining the abstractions.  This seems to have been successful, as commenters have been much more satisfied with the overall rule than with Men of Bronze.  I was able to carry this over into other games as well. 



3. Models could charge too far 
This was simple, straight forward criticism that fell into the Gift category.  It was easy to make an adjustment in this category in the FAQ and in future works.  I also tend now to give cavalry and mounted units a better charge, pursue, and evade distance than models on foot as well.   

4. Support rules did not make sense to players 
Most of the criticism here fell into the Misalignment side of the equation.  Folks with a strong Historical background had certain "expectations" of how supporting worked in a game.  Most of the decision-making of support came in the deployment phase and was not part of the actual gameplay.  Men of Bronze wanted supporting to be an active choice with risk and reward, and therefore had some big consequences that could leave holes in your battle line if you chose to do it.  In addition, you could incur greater losses if you gambled and failed.  

Ultimately, the criticism that explained the why behind the misalignment moved the criticism from a Misalignment to A Gift.  Then I was able to understand what they were looking for, and integrate some of that expectation and the decision-making I wanted around support into the rules for future games.  Indeed, Wars of the Republic is seen to have superior support rules than Men of Bronze.  I was still able to keep the decision-making aspect I wanted, but also incorporate or streamline the confusion players had by removing some of the less-popular aspects of supporting.  Now, these types of rules have become staples again in my game design for MoB-inspired sets.   


Final Thoughts
Many of the readers of this blog are or want to be miniature wargame designers.  Thankfully, it is easier now than ever.  All you need to do is complete a game and get it out into the public space for people to play it.  However, that is not the end of the cycle.  

Once your game is alive and in the public space, you can expect to get criticism and feedback for your work.  Learning how to deal with this feedback is critical if you want to continue writing miniature wargame rules.  Some of the criticism will be useless to you, most will be a misalignment between your Design Goals and the wants/needs of the player, and the last is very useful information that can help you be a better designer in the future.  

Take these gifts of feedback, and use it.  It will make you a better designer in the long run.  

Until next time! 


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Monday, April 18, 2022

Battle Report: Wars of the Republic - Ambush on Cossinius

 


Today's scenario idea is based on a scenario from the Revolt! supplement for Wars of the Republic found on the Wargame Vault.  

Praetor Glaber underestimated Spartacus and his slave forces at Vesuvius.  Glaber paid the ultimate price for his error.  However, his error was soon compounded.  A new praetor raised a new set of recruits to put down the slave uprising.  The Praetor was named Varinius, and he kept as his aid a man named Cossinius.  

Spartacus and his troops managed to get the drop on their Roman oppressor's yet again!  According to the story, Cossinius was ambushed by Spartacus while he was bathing in a Roman villa.  The ambush was successful, and the aid was killed and his troops routed.  

Today's battle will be re-fighting this action.  Will Spartacus be able to slay Cossinius this time?  Will the Roman forces be able to put down the slaves?  Let's find out! 

Forces: 

Cossinius' Levy  
1 Militia Legion
2 Irregular Infantry
1 Light Infantry

Cossinius will lead the unit that is placed in the Villa at the start of the battle.

Spartacus' Slaves
1 Elite Infantry- Spartacus
1 Drilled Infantry
1 Irregular Infantry

The Drilled Infantry represent the Gallic/Germanic contingent of Spartacus' force.  They were probably warriors captured and sold into slavery.  I like to think they were led by Crixus.  The Irregular Infantry represents the other slaves that would have been attracted to Spartacus' escaped band, who were looking to escape their bonds, but with little military skill.  

Set-up:
Today we will be using a 48MU by 48MU board.  The center of the board is a Roman Villa or similar terrain feature.  For the rest of the board we have: 

1- Stream- Dangerous
2- Stream- Dangerous
3- 1-level hill- Difficult
4- Hedge- Blocking

The Villa can hold one unit, and it counts as Difficult terrain, and units inside must be in open order.  1 Roman unit must start within the Villa.  This unit will be led by Cossinius.  All other units are set-up with a leader within 6MU of the Villa. 

The Romans choose to put their Light Infantry in the Villa as Cossinius' escorts.  The Militia Legion is deployed near the hedge, and the irregular infantry is closer to the 1-level hill.   

The Slaves can be set-up on any board edge with the focal point up to 6 MU in from the edge.  Spartacus is aimed at the Militia Legion.  The Drilled Infantry are on the hill.  The Irregulars are positioned to cross the stream.    




Mission:
The Slaves are trying to destroy the unit that has Cossinius in it.  Meanwhile, Cossinius is trying to survive the battle or escape from any board edge within 6 turns.  

This is a variant mission from the one actually found in the Revolt! supplement for Wars of the Republic found on the Wargame VaultI am interested to see how the different win conditions impact how the game is played.    


Turn 1: 
Spartacus and his troops have 4 Commander's Gaze, while Cossinius has 5.  The Romans bid 3, but with time being of the essence, the Slaves bid them all.  This seems risky as they will not be able to charge first turn!  However, Spartacus wins.   

Move: 
Crixus leads the drilled infantry forward straight at the villa, but can not reach it.  Spartacus also closes in, but is halted at the hedge.  Meanwhile, the escaped slaves fan out to try and block their edge off.  Cossinius does not try to interrupt at all.  Once all the slaves have made their move, his forces take action.  

The Romans start by spending a Commander's Gaze to get their Militia Legion into formation.  They take up a defensive position, content to let Spartacus and his troops come to them.  The Irregulars in front shuffle over to block Crixus and his troops.  Meanwhile, the other irregulars move to stop escaped slaves.  Finally, Cossinius leads his skirmishing light infantry out the back of the villa, and towards the streams.      

Melee:
None


Turn 2: 
Both sides get their Gaze, and decide on bids.  This time the Slaves bid 2, and the Romans bid 4.  The Romans go first.  Romans win. 

Move: 
The Militia Legion shuffles side-ways to cover Cossinius' flight.  Seeing their prey escaping, the slaves try to win back initiative with a Gaze, and the Slaves win.  

The Escaped Slaves see the fleeing Roman, and charge into the Roman irregulars blocking them.  The slaves have used all of their Gaze.  In front of the Villa, Crixus and his troops walk into combat with the Irregular's in front of them, perhaps not a wise move.  Finally, Spartacus tries to get around the Militia, but they effectively block his path.  

With the Romans regaining activation, Cossinius and his troops light troops use a point to skirmish and begin crossing the stream.  They pass a Discipline check, and avoid taking Courage loss.  

Melee: 
The Slaves elect to begin with the Escaped Slaves vs the Roman Irregulars.  Not great rolls for the slaves, and both sides lose two Courage and start to Waver.  

The irregulars facing Crixus' drilled infantry just bounce of his men's looted shields and armor.  


Turn 3: 
No one has lost a unit yet, so both sides have full Commander's Gaze.  The Slaves bid, 0, and the Romans bid 2 to go first.  Romans go first again.  

Move: 
Cossinius use 1 Commander's Gaze to urge his bodyguards forward across the streams.  They again pass their discipline check and rush across the stream.  It looks like they will escape next turn, as they are at the edge of the board.

The Militia Legion again slide sideways to block Spartacus and his men from advancing on their fleeing commander.  

In frustration, Spartacus charges into the Militia Legion, determined to make them pay for their impertinence.  The Legion spends a Commander's Gaze to throw pilums at the attacking slaves.  

Melee: 
The Romans decide to start with Crixus vs. the Irregulars, probably trying to get the Slaves to burn re-rolls.  As expected, the Slaves drive the Romans back and cause them to start to waver with two courage loss.  


Next, the Romans choose to complete Spartacus vs. the Legion.  The Pilum make the difference as the Militia pushes Spartacus back 1, and reduce them to 2 Courage, only losing one in return.  

Finally, the Escaped Slaves fight the Irregular Romans by the stream.  The two sides fight hard, but both are ultimately routed from the field as their courage shatters!  


End:
The Irregular Infantry and the Escaped Slaves are removed.  No one can really see them, so no Discipline checks are needed.          

Turn 4: - Final Turn 
Both sides collect their Commander's Gaze, minus the loss of one unit.  The Romans bid all of their Gaze to guarantee going first.  Spartacus, does not bid any.  

Move: 
The Romans activate Cossinius and his escorts and they run off the table and to safety.  That's pretty much the game at this point.  However, we decide to finish off the rest of the turn to see what happens.  The rest of the units are all stuck in melee.  


Melee: 
The Romans choose to determine the results of Crixus' fight, looking to force the slaves to burn re-rolls before the fight with Spartacus.  The effort works, as Crixus uses one of their 3 gaze for it.  However, it is enough to rout his foes, with no losses to his own unit.  

In the fight with Spartacus and the Militia Legion, the two sides fight fiercely, but both are reduced to 1 Courage left.  No one pushes anyone back.  


End: 
With the Romans units routed or fled, the Militia make a Collapse test.  They fail, and flee the field leaving Spartacus and his troops in control of the battlefield.  

Conclusion:    
Spartacus failed to kill Cossinius, but the escaped Slaves hold the field by causing the Roman forces to collapse.  A strategic loss but a tactical victory, and a result that did not mirror the history books.  

My defeat (As Spartacus) lay in two factors: 

1. My deployment was a T, when I really needed a Y deployment.  I foolishly thought that the Romans would not try to flee towards the Dangerous terrain, and I thought it would hinder them enough for me to catch up if they did.  

2. My opponent choosing to garrison the Villa with his Light Infantry and choosing to flee rather than trying to defend the Villa.  This was an especially wise move as the Skirmisher ability of the Light Infantry would allow them to easily traverse the streams.  

Overall, a fun and quick scenario that varies a bit from the Revolt! supplement for Wars of the Republic found on the Wargame VaultIt did lead to a different approach to the tactics on the table and how the victory was won.    


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Monday, March 7, 2022

Wargame Design: Alternate Ways to Play Men of Bronze/Wars of the Republic

 


As I travel the internet, I am very excited to see all the different ways people are playing and adapting Men of Bronze and Wars of the Republic.  I figured it would be a good idea to share some of my favorite mods and adaptions so others can see and decide if it would be a modification they would like to try out. 

You may recall that Page 5 of both rulebooks encourages you to use your own house rules.  After all, you own the rules now so I encouraged you to use them as you wish.  Below are some House Rules I saw in use.  Feel free to adopt these as you wish.  

Reduced Arete/Commander's Gaze Tokens
Some folks felt like they were getting too many Commander's Gaze tokens to use to bid for initiative, declare charges, or trigger other special rules.  Normally, you get 1 token per unit and 2 for your Commander's unit.  Therefore, an army with 7 units, would have 8 Arete Points.  

In this variant, instead of 1 token per unit you get one for every two units.  You essentially add up your normal total and divide by 2 and round up.  For example, if you have 6 units and a Commander, you would normally have 7 Arete Points.  Using the variant, you would have 4 instead.  

(# of Units + 1 for the Commander)/2 = Command Tokens

This would give you a good formula for determining your Command Tokens.  


Reduced Charge Ranges
This one relates more to Men of BronzeCurrently, charge ranges are double the normal movement rates.  However, this means a Hoplite unit can charge 12 MU, which can be a large part of a 48 MU board!  

Wars of the Republic uses a Movement and a half charge range, rounding up.  This could easily be adapted to Men of Bronze as well.  Therefore, a Hoplite unit with 6 MU would have a charge range of 9 MU instead.  That allows more space on the table to maneuver, and gives a boost to the Evade/Pursue special rules.  


Remove/Add the Melee Phase
With this option, you either remove the Melee phase from Wars of the Republic or add the Melee Phase to Men of Bronze.   In Men of Bronze, combat occurs as it happens, while in Wars of the Republic combat occurs after movement has been resolved so it can happen all at once.  The advantage of the Men of Bronze option is that the order you engage becomes a tactical decision and can influence your interrupt strategy.  However, in Wars of the Republic, who is supporting who and determining combat bonus is much easier and cleaner.  

Therefore, I could see a group of players either adding or removing this element from either game.  Both methods have an inherent advantage to their process.  

Make Legion the Inverse of Phalanx
Currently, a Phalanx allows +2 Fight Dice, and +1 Armor bonus.  Legion units add +2 Armor but no Fight bonus.  This option would make the Legion the opposite of Phalanx by giving them a +2 Armor AND +1 Fight.  

Legion- The Legion formation provides a +2 Armor and +1 Fight   

This was not initially put in, as the +2 Armor bonus makes Legions very tough to crack open.  Therefore, I wanted to make their fighting style much more "grind" focused so that a Legion unit could be tied up meaningfully in combat, even if it could not be killed off.  This seemed to suit the Roman combat style based on my reading.  


Unit Size
Both sets of these rules are designed to be scale and model agnostic.  The rules recommend using 10 28mm scale models in groups of 10.  That included archers, peltasts, light infantry, skirmishers, cavalry etc.  Of course, these are guidelines only, and the game really deals in unit vs unit footprints.  As long as both sides are organized the same, the unit size does not matter.  

Online, I have seen various unit sizes being used.  One of my favorites was Happy Wanderer on the Grabbag of Games blog using Phalanx units of 40 models each!  Those are some big units!  I have also seen that smaller units are popular as well, including cavalry units of 5-6 models each, and light infantry units being 6 or so models each.  

Since this is a base and mode agnostic game, as long as both sides are using the same conventions then it will have no impact on game play.  Change and use any unit size you wish!  

Measurement Units and Base Widths
Men of Bronze uses a base width, while Wars of the Republic uses Measurement Units.  Despite the naming conventions, the idea is that both of these measurements are whatever your table or unit size needs.  Therefore, it was intentionally kept vague.  For 28mm on a 4 x 6 foot table, I tend to use 1 MU = 1 inch.    

However, here is a good "rule of thumb" for determining the proper size of a BW/MU based solely on your table size.  

MU= (Width of table/8=X)/6= 1 MU

Of course, the scale of your models such as 20mm, 15mm, 54mm, etc may also lead you to adjusting your MU scale. 

Final Thoughts
It is so exciting to see people using and adapting these games for their own tables.  They were always intended as a place to start, and a tool box.  After all, what works for my table does not necessarily work for your groups preferences, your gaming table size, your terrain collection, your figure collection, etc.  The variables are endless.  Therefore, it is only logical to players to adapt!  Page 5 encourages these House Rules to make them work for you.  

Above, I highlighted some of the more common flavors I have seen online.  I would love to hear about the mods and House Rules you use.  Feel free to leave them in comments, on the Message Board, or contact me at the Blood and Spectacles website, or become a Patron for ultimate access to future   
games.  
    


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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, January 17, 2022

Wargame Design: "Invincible" Units


I think we have all seen those "invincible" units.  The ones that can out-shoot, out-melee, or simply out-last anything else on the table.  The are frequently a powerful beat stick that your opponent can use to hammer your army into dust, where your lowly troops barely have a chance!  I had been on the receiving end of those "Deathstar" units on many occasions, and I did not like the chunky, meat paste it made of my troops.  I quickly started to think that if a lowly conscript did not have at least the ghost of a chance at defeating it with a crazy luck or massively out-numbering than it was "unfun".  

If you read many of my rules, you will find the ability to make "Invincible" Units that can not be killed.  You could use combinations of traits, stat lines and command points to buff units to invincible status, especially against other non-"invincible" units.



Now, let's fast forward to my most recently published book, Wars of the Republic.  Roman Legionary troops can go into a formation called Legion.  This formation gives them powerful armor bonuses in exchange for some reduced mobility. However, the concern is that the Armor rating for this formation can make them essentially immune to other unit's attacks!  This frequently came up in play testing, and was a concern for some of the play testers.   

Oh no!  It looks like I have fallen into the trap and designed "Invincible" units!  

Perfect Balance

The idea of perfect balance is that any unit of a given points cost can perform just as well as any other selection of the same points. Quality can off-set quantity, damage output can be off set by damage resistance, speed can be off set by control, etc. Essentially, perfect balance would be that two players could choose any options they want and their abilities would off set enough that the game would still be completely fair and even. Only the skill of the two players would impact the outcome.  

It is a common belief that balance can be created using a simple formula, where various values can be input and the output is a given unit's effectiveness.  This can then be turned into a Points system, so theoretically any given point was worth X amount of effectiveness.  It can be really easy to build a number of spreadsheets and statistical models that would allow you to create the "true" points value of a model.    

"Invincible" units would seem to be anathema to this idea of Perfect Balance, as some units were wildly out of sync with other units capabilities on a point by point basis.  X points of a Buffed Mounted Unit in Heavy Armor should always beat Y number of less buffed units in combat.  Y would never have a chance to even scratch them! 

The problem is, Perfect Balance is a Myth.  It is a unicorn.  There will always be unbalanced units.  

The Unicorn 
Perfect Balance is impossible for a couple of reasons: 

1. Games have a lot of variables that can not be accounted for

I have a two level hill that has a radius of 6 inches, but Billy has a two-level hill that has a radius of 6.5 inches.   This is a variable that a designer can not account for unless they put rigid requirements on terrain that players can use.  Terrain is the most common example, but there are a ton of others such as table size, accuracy of measuring tools, consistency of RNG, model variability, and many, many more.  

Even if the game strictly confines the game into a set series of known quantities by enforcing standardization such as all terrain must be X, or this particular SKU, or use only casino dice, or all bases area  cylinder, etc.  That is not going to ensure "perfect balance", but it does reduce the noise of variability.  

2. Players are all different! 

Sorry, some people are better at calculating distance on sight, others can do probability calculations, others can count cards.  Therefore, we have another factor that creates variability.  Game designers can not account for Player skill mismatches.  

Therefore, "perfect balance" is a myth and as game designers we should not get hung up on the issue. 
 


The Invincible Unit
On its surface, a unit in Restless Hordes (and similar generic games I have builtcould effectively be invincible to other units.  In fact, it was intended that players could do so!  The same with the Legion rules in Wars of the Republic.  These were not put in by accident, they were not a mistake.  They were intentional choices.  

Why would I do something like that?  WHY!!!!!!!!!


How a player structures their army is a strategic choice.  It is one they make outside of the game, and it will impact how they decide to play on the table.  A player has to choose if it makes sense to create a "invincible" unit at the expense of the rest of his army.  For every point spent to "buff" your invincible unit, less points for the rest of your army.  This makes them strategically vulnerable to being out-maneuvered, out-activated, and not able to cover objectives.  


Invincible units face hard tactical choices, for both players IF the game itself has tactical choices built in.  As the player of the 'Invincible" unit you have to decide where is the best place to apply said unit for maximum effect?  For the opponent, you have to decide how you are going to counter these difficult to face units.  

For example, in Wars of the Republic playtesting the following "solutions" were found to the Legion formation.  The easiest was to feed them a Light Infantry unit to tie them up so they couldn't then maneuver or get to a more impactful element of the army.  The other was to never attack them head-on, or force them to come to you where their unit lost the benefit of the formation.  Thirdly, you would just use support units to overwhelm them where a single unit could not even hurt them.  All of these options required the opponent to think of how to "solve" for the legion formation and that makes choices.  For the Legion player, they had to think about how they wanted to engage and where for the proper match-ups.  

3. Resource Management

In many of my games, you can use Command Points to buff/de-buff/trigger effects.  The Invincible unit forces all players to decide if they need to buff/de-buff that unit or that Unit's opponent.  Like points, any advantage given by Arete Points, Commander's Gaze, or similar command points means that those points are not available elsewhere.  Those re-rolls or buffs are often the "lynch pin" of success and having to think about where to use them to either make sure a unit is invincible or not is a key decision point.  


Most games have more scenarios than simply killing your enemy.  In scenarios where killing the enemy is less than optimal, such optimized units will fail to deliver on their promise.  Instead, units that apply to the scenario matter much more.  These "invincible" units will not be worth their cost any more.  

For example, if the mission is to get more units within X distance of an objective having only 1 "Invincible" unit with a couple of support units will be much less effective than having a shed load of medium skill, mobile units.  Therefore, the scenario options and the need to build for a variety of options means that "invincible" units become a gamble.  


5. Games are not played on Paper

While playtesting Men of Bronze, Warband infantry were proving to be much more effective than Peltasts.  On paper, Peltasts were better!  They had better stats, missile abilities, and better special rules.  However, they were getting rolled over and removed from the game frequently.  The Warband infantry was not only staying on the table, but helping to win the games!  

How was this possible?  

Well, the special rules and better stats were leading to players using the Peltasts much more aggressively.  They often went in front of the Phalanx to act as a screen and trying to use their missile weapons.  This would cause minor injury, but the counter-attack would frequently catch or rout them.  Meanwhile, the Warband Infantry was held back to either act as a support unit, flank unit, or scurrying across the board for objectives once the main engagement occurred.  People were using Warband Infantry in a different role, and using them more effectively.  This lead to Warband infantry getting costed 6 points, to the Peltasts 4; and led to a lot of pushback from players in the larger community.  Ultimately, I made the change to make them all equal points in the FAQ.  

Therefore, one of the worst units in the game "on paper", became the most valuable.  

Final Thoughts
The ability to build an "Invincible" unit is not an inherent flaw in a game.  The designers just need to build methods and ways to make sure that the "invincible" units are not auto-win units.  Just because a unit can ROFL stomp any other unit on the table does not mean that the game is lost.  If a designer builds in downsides such as scenarios, strategic penalties, and tactical elements that can be used to negate that units advantages, the game is winnable.    

As a player, it can be really frustrating to meet-up with these types of units.  However, it is also very satisfying when you still manage to beat them!  A solid game will allow a player to choose to make an "Invincible" unit, but will not guarantees the player of that unit an auto-win.  


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Monday, December 20, 2021

Battle Report: Wars of the Republic- Anabasis of Antiochus the Great

 


Antiochus the Great took the throne of the Seleucid Empire in 223 BC.  By this time, the most distant eastern provinces had broken from the empire under their own Hellenistic rulers.  The rest of the empire was busy battling Ptolemaic Egypt and other foes to stop them.  However, once Antiochus the Great came to power he shifted his focus and travelled eastward to re-claim the lost provinces.  

The Anabasis of Antiochus would last 10 years and be largely successful.  He and his forces would battle the break-away provinces and bring them back into nominal obedience.  Antiochus even crossed into India on his journey similar to his ancestor Seleucus.  

This is a good time for wargamers since there is very little details remaining about Antiochus adventure, the armies involved, or even what the troops looked like.  Therefore, there is a lot of scope for playing out whole ancient campaigns in the East. 

You can pre-order the rules for Wars of the Republic from Osprey/Bloomsbury Publishing here.

Forces

This period is a fertile place for wargaming as it is ill documented. Very few sources remain and there is scope for a series of battles and even a campaign to take place in this region and time period.  Today's battle will represent one of the lost battles fought on this 10 year campaign to the east.  Our forces will be drawn from the Seleucid List and the Minor State/Lesser Satrapy list.      

We know little specifics about the Seleucid army that went East and even less about the Greco-Bactrian and other provinces armies that opposed them.  We can assume that they were based on a Hellenistic model as that was their heritage.  This gives us free reign to choose the units we want to use!   

Seleucids
1 Bronze Shields
1 Theurophoroi
2 Light Infantry
1 Heavy Cavalry- Commander

Greco-Bactrians
2 White Shields
1 Elephant - Commander
2 Skirmishers
1 Light Cavalry

The Greco-Bactrians have a 1 point advantage and a 1 unit advantage.  

Mission

We rolled up a mission from the main rulebook as normal.  We determined we would be playing a Control the Battlefield scenario during Bad Weather as a complication.  

In a Control the Battlefield game, both sides are trying to touch terrain to "control" it and score points.  The army controlling the most terrain at the end of the game wins!  This will force our units to split up in order to be holding the terrain.  The Greco-Bactrian advantage in units may play a big role.  

The complication of Bad Weather will slow us all down 1 MU and improve our armor against shooting attacks by 1.  It is raining pretty heavily as we move into the area. 

Set-up

We also randomly rolled up terrain per the rules.  The Seleucid side is 1-3 while the Greco-Roman side is on the opposite side and is 4-6.  We are playing on a 72MU x 48 MU board with 1 MU equal to 1 inch.  

  1. Spring- Difficult
  2. Swamp- Difficult
  3. No terrain
  4. Swamp- Difficult
  5. Grove of Trees- Difficult
  6. Walls- Obstacle
This will be a difficult board to get across thanks to all the difficult terrain.  The heavy rains must be making the area into a swampy mess!  

We follow the normal rules for deployment and take turns placing units with the Greco-Bactrians placing first.  Each unit can deploy up to 6 MU in from their deployment edge.

After set-up, we have the following units.  Seleucids have the Light Infantry in the right to head into the swamps and spring area.  The edge of the terrain has the Theurophoroi then the Bronze Shields and Heavy Cavalry anchor the left.  The Greco-Bactrians have the Skirmishers ready for the Swamps, the White shields bracketing the Elephant in the center, and then the light cavalry on the right as a screen.  


Seleucids deploy on the left of the board

Turn 1:

Both sides collect their Commander's Gaze tokens.  The Seleucids get 6 and the Greco-Bactrians get 7.   The Seleucids bid 2, and the Greco-bactrians bid 3.  Grecos will go first. 

We start with a unit of skirmishers paying their Gaze, and moving into the swamp.  The heavy rain slowed their progress, but they secured the terrain.... for now.  The second unit moves up between the board edge and the swamp.  On the opposite flank, the light cavalry ride up to the wall, but stay behind.  


At this point, the Seleucid commander interrupts and takes over successfully.  The Bronze Shields move forward, and then the Greco-bactrians try to take back over, but fail.  The Theurophoroi break into open order and move to secure the spring.  Meanwhile, the other light infantry supports their fellows flanking the spring by the board edge. Finally, the Heavy Cavalry moves forward. 



With all Seleucid units moved, the Greco-Bactrians take back over.  The elephant stays in line with the white shields as they trudge forward in the rain. The main infantry formations flanks seem secured by terrain.  

Melee:
None

End:
None

Turn 2: 

Both sides collect Commander's Gaze, and prepare to make their bids.  The Greco-Bactrians bid 2, to the Seleucid 1.   

Greco-bactrian skirmishers make themselves at home in the swamp using their skirmisher skill.  The second skirmisher unit moves up in the gap to support them.  The Seleucids successfully interrupt.

The Seleucid light infantry move up on the flank, with the spring secured by the Theurophoroi.  The Greco-bactrians try to interrupt to secure their flanks, but fail.  Meanwhile, the Heavy Cavalry moves to block the Greco-bactrian light cavalry from getting to their forces flanks. 

The Seleucids ceded movement back to the Greco-bactrians, electing NOT to move their core Theurophoroi or Phalanx unit. 

The core of the Greco-bactrian army moves forward, their flanks secured by a grove and swamp.  The light cavalry stay behind the wall. 



Melee:
None

End:
None

Turn 3:         

Both sides collect their Commander's Gaze.  The Seleucids bid 2, and the Greco-Bactrians bid 0.  The Seleucids go first. 

The Seleucid Light Infantry spreads out in front of the spring to defend it, and potentially threaten the swamp.  The Heavy Cavalry moves up and threatens to contest the grove of trees. They are daring the light cavalry to come out and attack them.  The rest of the Seleucids stay in position and cede movement over to the Greco-bactrians. 



The Greco-bactrian main battle line moves forward, taking an echelon formation to protect their flanks with terrain.  The furthest flank skirmishers move forward and try to throw their javelins at the enemy light infantry but fall short.  The Light Cavalry moves away from the Heavy cavalry, but is still touching their wall.    

Melee:
None

End:
None

Turn 4: 

This look like things might start getting real this turn.  Both commanders collect their Commander's Gaze tokens.  The Seleucids bid 3 to go first, while the Greco-bactrians bid 3 as well.  With the tie, the Seleucids opt to bid 1 more to win it.  

The Seleucid light infantry on the right flank charges into the Greco-bactrian skirmishers opposite them.  The Light Infantry get supported by their fellows, and the skirmishers are supported by the units in the swamp.  


The Heavy Cavalry moves to flush the enemy cavalry out and away from the terrain objective.  The Bronze shields feel their flank is secure by their cavalry and march forward towards the White shields across from them.  

In response, the Greco-bactrian White Shields by the swamp, break into open order and move towards the spiraling melee on their left.  The Elephant also moves forward to threaten the enemy. 



Melee: 
The Light Infantry of the Seleucids strike hard on the charge, and reduce the skirmishers to 1 courage, and they start to waver.  The Light Infantry also lose 2, and start to waver!  The skirmishers are pushed back 3 MU.  

End:

None

Turn 5:

The Greco-Bactrian White Shields need to get to the Skirmishers to help them out.  Both sides collect their Commander's Gaze and bid for initiative.  The Seleucids bid 4, the Greco-bactrians bid 3.  The Seleucids go first again. 

The Seleucid Heavy Cavalry declare a charge at the light Cavalry, but fail to get there due to the heavy rain!  They are Wavering!  The Greco-Bactrians try to interrupt.  This time, they win and get to go next! 

The Greco-Bactrian White Shields rush in to join the Combat against the Light Infantry, hoping to turn the tide!  It might be a mistake.  The War Elephant moves up to stop any support from the Theurophoroi.  The other White Shields also move up provocatively to threaten the Seleucid Bronze Shields. 

The Greco-Bactrian light cavalry throw their Javelins and cause 1 courage loss.  Then, the Heavy Cavalry fail to make a Discipline check thanks to Wavering, and lose another Courage, down to 2.  They then use their last Gommander's Gaze to ride away!  



Play turns over to the Seleucids.  The Bronze Shields charge into the White Shields, who can not counter-charge as they have no Commander's Gaze.  They use the last of the Seleucid Gaze to manage it.  

The Seleucid Theurophoroi throw their Javelins at the Elephant, but fall short. 

Melee:
The Greco-Bactrians are starting to doubt their flank charge into the Light Infantry.  They should have waited until the Skirmishers were routed first!  Oops.  



The melee turns into a swirling mess, and both sides quickly annihilate each other!  That cleared up the flank!  

The Bronze Shields use their momentum to push the White Shields back 3 MU and reduce their Courage 1.  The inexperienced troops begin to Waver. 



End:
The Theurophoroi sees the Light Infantry flee, and makes a Discipline test. They pass and avoid wavering.  

Both sides need to make collapse tests, as they lost 25% of the force by the swamps! In the ensuing Collapse tests, both the Seleucid Bronze Shields and the Greco-Bactrian White Shields call it a day and withdraw from the battle! 

Turn 6: 

Both sides only get 2 Commander's Gaze as most of their armies have withdrawn!  However, there is still more fighting left to do!  The Greco-Bactrians bid 1 to the Seleucid 0.  

The Greco-Bactrians use their last Gaze to charge their War Elephant into the Theurophoroi, who are in cover by the spring.  The Light Cavalry then throw their Javelins, feeling safe behind the wall at the Heavy Cavalry but fail to cause any injury.  

The Seleucids use a Commander's Gaze to Rally their Heavy Cavalry.  After a quick look at the rules, the Heavy Cavalry leaps across the wall and charges to attack the Light Cavalry.  They have no Gaze to try and evade!  I guess they should have ran instead of thrown Javelins. 

Melee:          
The Greco-Bactrians decide to start with the War Elephant.  First, we make the Terror test for the Seleucids, who pass.  The War Elephant loses one courage in the fight, but despite the Theurophoroi being in cover, the Elephant stomps them pretty badly, reducing them to 1 courage and wavering.  The Elephant also pushes them back 3 MU.  

The Cavalry battle sees the Light Cavalry lose 1, and start to waver, but they also inflict 1 on the Heavy Cavalry. 

End:
None

Turn 7:
Both players collect their gaze, and bid none.  Everyone is in combat.  Seleucids win and get to go first. 

Melee: 
They choose to resolve the Cavalry battle first. This time, with some help from re-rolls, the Heavy cavalry drives off the Light Cavalry for good.  



The Elephant also drives off the Seleucid light troops it was fighting, giving it control of the spring.  The Heavy cavalry has the wall. 



End:
Both sides have to make collapse tests looking for 5+.  The Heavy cavalry succeed with 1 success.  The War Elephant has 0 successes, and retires from the battle!  

Conclusion: 
Another fight down to the wire based on collapse tests.  This time, the higher Discipline of the Heavy cavalry won out over that of the War Elephants.  Seleucids win in the East!   

I must say, that War Elephant made short work of the Theurophoroi!  Very impressive. I do not think they would fare so well against a tougher unit like a Phalanx or a Legion though.  Still, right tool for the job and all that.  

As the Greco-Bactrians I made a couple of tactical errors.  The first was having the White Shields on my left flank join the Skirmisher battle 1 round too early.  If they had waited until the Skirmishers had been routed, instead of joining the melee they would not have been scattered so easily.  The second was having my Light Cavalry throw Javelins instead of fleeing from the Heavy Cavalry and contesting a different piece of terrain rather than the wall.  This would have left them a threat in being to be dealt with.  I was tempted by the thought of a barrage of Javelins breaking the wavering Heavy Cavalry, which had a very low likelihood of happening.   I played the maneuver phase of the battle well enough, but fell apart once contact occurred. Oh well.  Next time. 

You can pre-order the rules for Wars of the Republic from Osprey/Bloomsbury Publishing here.


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!