[Thanks to Nick Hurbud who took Spartans and Successors to the Society of Ancients battle day when the featured battle was Ilipa, which isn't in the original scenarios. Nick's kindly sent me his write up, and allowed me to reproduce it here]
Romans & Rivals - Using Spartans & Successors for Ilipa 206 BC
First, a summary of the key concepts relevant to constructing a Punic Wars scenario. Spartans & Successors games are always played on grid that is 10 squares wide and 7 squares deep. Most battles utilise 12 units per side, giving it a similar scale and degree of abstraction to DBA, Strength & Honour, and similar rulesets. However, unlike some other rules, the numbers of units can be varied to suit the particular scenario. At Ilipa, there were something like 50,000 Romans and up to 70,000 Carthaginians present. Therefore, we should expect the Carthaginians to have a couple more units than the Romans. Each unit in the scenario will be equivalent to approximately 5,000 men. That is, a Roman legionary unit represents a complete legion.
There are no dice. Each player has a deck of ordinary playing cards from which they deal a hand of 13 cards that are then used for all actions within the game. Typically, a player places 1 or 2 cards against each unit that is required to move or engage in combat. There are a limited number of circumstances where a third card may be added to a combat, whilst attacking a unit in flank causes it to lose a card.
Of course, for Ilipa there is no suitable army list available in the Spartans & Successors list of scenarios. However, from the descriptions of the battle, it is possible to identify the following troop types.
• Roman legionaries.
• African spearmen, the solid core of the Carthaginian army.
• Spanish infantry forming large allied contingents on both sides.
• Roman, Carthaginian and allied cavalry contingents.
• Carthaginian elephants.
• Velites and other light skirmishing types on both sides.
Roman legionaries do not exist in Spartans & Successors and it is necessary to consider how they should behave. A fairly obvious starting point is the Heavy Infantry Hoplite (HIH) class. However, legionaries differed from hoplites in a number of ways including:
• A volley of pila that disrupts an opponent at first contact.
• A more flexible tactical doctrine than the hoplite phalanx.
• In-line replacement of the front rank with fresh troops from the rear.
We decided against introducing special rules for the effects of pila or other heavy throwing weapons as anything that benefited the legionaries would also need to be applied to the Spanish. This could result in such troops becoming unbeatable, which they definitely were not. Similarly, I decided against any special rules for manipular tactical flexibility as this could be more simply achieved by classifying them as Medium Infantry, which would again make them identical to Spanish. Therefore, our Heavy Infantry Legionaries (HIL) units would be distinguished by a rule tweak reflecting the legion’s ability to outlast its opponents by bringing fresh troops into a combat. The mechanism we settled on was to allow the Roman player to replace one of a legion’s combat cards with another from his hand.
African spearmen are armed and trained pretty much the same as Greek hoplites and formed up in close order. Therefore, we saw no reason to change the standard HIH troop type.
Spanish allies were utilised by both sides. They wore little, if any armour and fought in a looser formation than the Africans or legionaries. Therefore, we classified them as Medium Infantry (MI). However, both sides regarded them as unreliable. It therefore seemed appropriate to downgrade them to Poor, which means that they lose any drawn combats.
Elephants (EL) and all the Light Infantry (LI) types are all identical to the earlier troop classes defined in Spartans & Successors. However, to reflect the disruptive effect that routing elephants had on their own infantry, we added a rule that any Spanish directly behind a destroyed Elephant unit will also be destroyed.
Only around 3,000 cavalry were present on each side at Ilipa. They were a mixture of javelin-armed loose order types and lighter Numidian cavalry. There were no hard-charging horsemen present. So overall, the most appropriate classification appeared to be Medium Cavalry (MC).
Fortunately, the battlefield is a largely featureless plain sitting between the opposing camps. The initial deployment taken from historical accounts is shown below.
Finally, to reflect Scipio’s control of the battle’s pace,
we started the scenario with the Romans automatically possessing Initiative. In Spartans & Successors,
Initiative has a very important part to play.
First, if your side has Initiative, it receives a bonus move for all its
units. Normally all moves require at
least one card to be allocated to a unit.
The Initiative bonus move does have some limitations, such as you cannot
contact an enemy.
In addition, the player with Initiative decides who becomes
the 1st Player, which is important.
You must place cards from your hand against units in order to move and
fight with them. The 1st
Player starts by placing one card from his hand against his chosen units,
followed by his opponent who does the same with his cards. Then the 1st Player (followed
by his opponent) may add a second card to any unit for which a card has placed
already. Thus the 2nd Player
tends to be forced to react to the 1st Player’s actions – units in
combat without any cards tend to die quickly.
Possessing Initiative really gives an opportunity to control
the battle’s direction and, as might be expected, acquiring it costs. At the start of every turn, each player bids
for Initiative by using a card from his hand.
The higher card wins the bid and is discarded, whereas the loser returns
the card to his hand.
That is the entire scenario setup. Before I describe how things went on Battle
Day, I will just outline some of the key rule mechanisms relating to movement,
combat resolution and victory. As noted
above, the whole game is driven by the 13 cards that a player has in a hand
dealt from a dedicated deck. The effects
of different cards can be quite subtle.
For example, Heavy Infantry require red cards to move or turn, whereas
Medium Infantry need black ones and can get a free change of face. In resolving combats, it is generally the
side with the highest value of cards that wins.
However, court cards can have a decisive effect on combats, causing
losers to be destroyed rather than simply pushed back. Whilst many combats are decided by simply
totalling the face values of cards, in some of them, the value of the higher
(or lower) card is scored twice. Extra
cards may be allocated to a unit following up a previous successful combat or
if the General is accompanying it.
Conversely, attacks in flank or rear can cause cards to be discarded.
Victory is determined by one of three mechanisms. Once a side has lost six units, its owner
turns over the card on the top of his deck – if the face value is less than the
number of units lost, his army breaks.
Death of a General involves a similar test, but the army breaks if the
card’s value is greater than the number of his units left on the table. Finally, if a player has no more cards left
(having cycled through his deck twice) his army is deemed to be exhausted and
immediately quits the field.
So how did this all work out on Battle Day?
Game 1 – The experienced players
For the first game Richard Lockwood took on Scipio whilst I
played Hasdrubal. There is a wise old
wargaming saying that goes something along the lines of “Those who do not
study history are doomed to repeat the same mistakes, whereas those who do will
find all sorts of new ones to commit.”
Historically, Scipio hammered forward with columns of legionaries on
both flanks. His idea was to flatten the
opposing Spanish to his front, whilst using his rear units to threaten the
flanks of any Carthaginians trying to do the same thing against his own Spanish
who he left safely in the rear. However,
Richard decided that the best plan would be to advance his Spanish, whilst redeploying
his legions side by side, this manoeuvre taking him 2 turns during which I
seized the Initiative and advanced boldly on his centre.
In the meantime, all the cavalry got stuck in and the
velites squared off against the elephants on the battle’s flanks. These combats assumed an importance out of
all proportion to the units involved, with prodigious expenditure of court
cards on both sides until, with one elephant and some Roman cavalry destroyed,
more important matters intervened.
Now, putting everyone into a single line and charging them
simultaneously works well in many games, such as DBA. However, in Spartans & Successors
what tends to happen is you run out of cards and have nothing left in your hand
to swing decisive combats. Richard discovered
this in a combat when one of his legions went up against Hasdrubal’s unit of
Africans whilst some sneaky Spanish charged them in the flank, leaving
Hasdrubal with a single card for the forthcoming combat. Due to all the other combats around the
board, Richard could only allocate a single card to his legion, but hoped that
in combination with a card from his supporting Spanish it would be more than
enough to kill Hasdrubal and finish the battle.
At this point, I added the general’s card from my hand to the combat and
it was a joker, the highest card in the game.
This blew away the legion, tipping Scipio’s losses to more than 6 units
and precipitating his defeat.
1-0 to the Carthaginians.
Scipio probably never becomes Africanus.
Game 2 – The novices
After lunch, a couple of Spartans & Successors
novices, Adrian and Tim, took the controls, being handicapped by friendly
advice from Richard and myself. Adrian,
as Scipio, once again decided that the legions’ deployment should be side by
side and spent his cards on demonstrating just how long it can take a highly
disciplined Roman legion to manoeuvre around the battlefield.
In the meantime, Tim grabbed the Initiative and piled
forwards, destroying the Roman left-wing cavalry and velites, whilst giving the
Roman allies a good thumping. Just when
it seemed that all was lost for Scipio, Fortuna intervened. Hasdrubal’s African bodyguard destroyed their
opponents, but it was discovered by turn of card that the great man had
perished in his moment of glory. As news
spread of his demise, Tim tested the morale of his surviving 10 units. Unfortunately, he came up with a jack, counting
as 11. Omnes discedunt.
Scipio dashes off a report of his triumph to the Senate and
goes on to be known as Africanus.
Finally
So, can you use Spartans & Successors for Punic
Wars scenarios? Certainly, it worked for
this battle, which was very balanced. It
demonstrated the importance of keeping hold of the Initiative, as well as
retaining cards in hand for those really important combats. As experienced players, Richard and I found
the scenario challenging. Indeed,
passers-by commented upon the pained looks of concentration on our faces. Our novice players thought it an enjoyable
game whilst being relatively easy to pick up the rules.
The special rules for legionaries were never seriously
tested during either game due to the Roman player having no cards left in his
hand. I need to find more frugal Roman
players.
The routing elephant rules encouraged the Carthaginian
player to advance his elephants forward into the velites, whilst leaving the
Spanish on the baseline. Thus, they indirectly proved to be something of a
hindrance to their own side.
I encourage everyone to try these rules, devise their own
scenarios and make any reasonable rule adjustments to bring out the character
of the troops or the battle.
Graham, when we were gaming the Moscovite/Polish/Ottomans last Sunday he mentioned that you were collecting the same in 20mm. If so I have a selection of oddments that may be of use. Regards Will
ReplyDeleteI never say no to free figures. I have a lot of spare armoured horses as I've had to swap them out for 18th century armies, if you have need of them.
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