Showing posts with label Seleucid. Show all posts
Showing posts with label Seleucid. Show all posts

Wednesday, 4 June 2014

Spectator Sport: Romans v Seleucid "Grim Reaper" (2) End Game

The clash of cavalry goes the way of the Romans. As seems to be the way with DBMM, DBM and DBA rules sets, an initial +1 overlap tends to ripple across the battle line to deadly effect. By a subtle selection of where to start fighting the Romans skillfully edge the cavalry battle, with a little help from an adventurous Auxilla overlapping the Seleucid cavalry wing. The Seleucid General is left looking very exposed and is about to be surrounded (see below):


Meanwhile the Seleucid left wing of Pike and Horse is finally (after two additional turns of movement) almost getting to grips with the Roman extreme right of infantry (ie the foot troops unable to march away quick enough). An opportunistic Roman Fast Knight took the opportunity to slay a Seleucid Auxilla (how could he resist from trampling underfoot weak infantry) but now finds itself contesting the centre with a bigger Seleucid General to its front and a Seleucid Pike Block to its flank (see below):


The Roman Fast Knight dies but in so doing offers the Romans a fleeting opportunity to "bag" a Seleucid General. The victorious General being himself a knight is obliged to follow up and thus exposes himself to a second line of Roman Fast Knights. The Romans get their man (see below):


That about does it for the Seleucids as "player morale" broke just ahead of the Army morale. An old wargaming friend and Grognard once said of Ancient wargames, "Fight with your best and don't fight where you don't have to!" The Seleucid Pike Blocks and columns of Fast Seleucid Knights roamed the battlefield, searching in vain for a combat. Whereas the Seleucid Warband and Auxillia found more than the bargained for. The complete reverse of my old friends axiom. The Seleucid Army Morale broke as these latter forces were decimated by the deadly Legionnaires (see below):


In summary this was an impressive Roman performance and left me with many, many questions regarding how to fight this versatile Middle Imperial Roman Army with my chosen Ancient Chinese (Army 63 from Book 2: Three Kingdoms and Western Ts'In 189AD-316AD). 

Any helpful thoughts and hints greatly appreciated ;)

Tuesday, 3 June 2014

Spectator Sport: Duelling the Middle Imperial Romans DBMM Style (1)

A wargaming friend has recently completed a spectacular "wargaming project" in 25/28mm, painting a small/medium sized Middle Imperial Romans DBMM army.

The results was quite simply glorious and quite rightly he wanted to play with it as soon and as much as possible. Hence he devised a quick round-robin competition to fight all comers "against a valid time span army" (ie DBMM Army Book 2), though not necessarily an historical opponent. First to beat the Roman Army twice wins or the Romans can claim victory. The flexibility of the Romans versus the cunning nature of the Barbarians. A classic match-up.

Knowing that "Deadly Dennis" the Roman would have done as meticulous a job at  "army spotting" (the troops v opponent killer 'rock, scissor or stone' combinations of DBMM) as his brilliant paint work, I took the opportunity to sit back and watch his Roman war machine at work against the Seleucids. Intelligence wins wars as much as muscle after all.

Note: Both armies were smallish at 200 points with the idea of getting things over with in a night.

The Romans deployed first so suffered from the fact the Seleucid could "line up against his weaknesses" as per the Seleucid troop type (DBMM 'rock, scissors and stone' again) but took it in stoic fashion. The Roman's 'inferior' organic Roman Cavalry [Left] wing is set-up in column presumably for added flexibility, followed by a line of Auxillia, backed with Legion, along to the strange "club-men" (murderous against Knights apparently) [Centre] to the far wing of elite Fast Knights (allies, not organic Roman), Light Horse and Auxilla/Skirmish Psilio [Left] (see below, left wing at the bottom of picture):


The Seleucid effectively nuetralised the Roman Right by placing his elite Pike and wedged Fast Knights against them (two thirds of his Cavalry hitting power) [on the Seleucid Left/Roman Right], a weak Auxillia Warband, Auxillia infantry block[Centre] and a made-do Cavalry [on the Selucid Right/Roman Left] designed as more of a holding force (see below):


Both armies seem to have bulked up with cheaper infantry options (with only 200 points to play with this is as expected) and only two commanders, so command and control could well turn out to be a problem. The Seleucid wants to win on his left so the Roman Commander cleverly realises that his only chance is to refuse that fight and try win on his left (even though it is with his poorer cavalry). So all depends on the balance of the secondary Cavalry wings of both armies. The Roman happily sees the Seleucid come to him as he sees the chance of perhaps using his Auxillia in support, he therefore also sallies forth (see below):


The Seleucid is somewhat irked at seeing the Roman retreating away from where he wanted to it fight (a good sign methinks of the Roman astuteness), as the Roman calculated that the troop match-ups were a "no-brainer win for the Seleucid" do he should form column and "get out of dodge" with what he can save (see below):


The Seleucid's problem now is that he is trying to catch horse with Pike (four legs good and two legs bad in this race). The Seleucid faster elements being drawn up on the outer left of his army (with the intention of outflanking the enemy that has suddenly bolted). The Seleucid has a lot of ground, too much perhaps, to make up. Cleverly the Roman lights and Auxillia seek cover in rough and watch the powerful formations that once formed the backbone of Alexander the Great's Army harmlessly match by bypassing them.

Next: The Fighting Tooth and Claw

Thursday, 6 March 2014

DBMM Magnesia: Part 3 (The Final Cuts are the Deepest)

Things that decide battles ...

The Roman left flank "although although known as lost" put up a fierce rearguard action. In fact they cause a major upset in striking back at the flank of a careless elephant with an auxillia stand (see middle, centre below where the invisible elephant should be). The auxillia unexpectedly won (or otherwise I would have got the dramatic "before and after" shots) and killed the elephant and even better in the elephant's retreat squashed a unit of knights, ow. This bought the Roman centre some more precious time (see the resulting disposition below):


The phalanxes again were winning (in the sense of a grinding push back back) but at the same time were putting themselves in losing positions when the legion surged back into the attack on its turn. So much so a Roman cavalry unit took its chance to sweep in from the side and compromise the integrity of the phalanx. Notice also the yawning clear space between the Seleucid pike blocks (see below):


Fate smiled once more upon the Romans and the Seleucid pike, again three layers worth , perished (see below):


Sensing the break point of the Seleucid Army approaching the Romans took advantage of poor Seleucid command PiPs roll leaving the phalanx still vulnerable. This time it was legionnaires on the flank making another "do or die" dilemma for the Seleucid (see below):  


Rome prevails in dramatic fashion, three more layers of pike are sent to Hades (see below):


That was enough for the Seleucid Army break point to be reached and the game had been snatched from the jaws of defeat by the plucky Republican Romans legionnaires.

I have not dwelt on the rules too much, as always there was "heated debate" it three, but that is best forgotten about as the search for a different set of ancient rules continues.

My vote is for Lost Battles.

Wednesday, 5 March 2014

DBMM Magnesia: Part 2 (The Deadly Danger of the Short Stabbing Blade)

The Seleucid general meets his doom. In ways in which I cannot fathom the legion just has to beat (not double) a pike on "their attacking turn" to destroy pike. I don't care as it gets me out of a tight pickle but I still am wary of the beast they refer to as DBMM. Goodbye brave Seleucid General history shall forget you, I shall not miss you and those nasty "cataphract legion killing knights" behind you will now have PiP point trouble getting into the fight (see below):   


The other Seleucid pike blocks apply relentless pressure to the rest of the legions, but in "their" turn the legions have a sting in their blade (see below): 


The result is more brave pikemen fall (to the glory of Rome) as the legion buzz-saw goes to work (see below):


Even worse is to follow for the Seleucid plater(s) as a lowly Psilio places itself on the flank of the phalanx as the legion surges forward again. Unable to retreat this time "three layers" of pike fall like sheaves of wheat being harvested in the summer sun, Homer does it better but you get the drift  (see below)


It does not all go Rome's way though as the as the pike surge back t the legion(s) on their own go, however for every Seleucid success (as in push back, with compulsory pike follow up) there also comes a haunting danger as the "phalanxes" continuously risk exposing their [very] vulnerable flanks against the thin Roman line. The Seleucid does struggle to keep his forces ordered as pike sits next to warband, which sits next to knight or elephant (see below):  


It all still hangs in the balance ... to be continued!

Tuesday, 4 March 2014

DBMM First Battle of Magnesia: Part 1 (Into the Maelstrom)

Two months into the year (2014) and I finally got an opportunity to play a wargame, A re-fight he First Battle of Magnesia to be precise, Republican Rome versus the Seleucid Successors of Alexander the Great, in 190BC.

It is a case of the might of the Republican Legion [blade and spear] versus the Pike Phalanx [pike] (see below)


I joined a battle 'already in motion' with the flanking wing actions out of the way and the heavy infantry about to get stuck in. By this time the Romans have to win in the center as the wings look ahem, "lost". The central skirmish lines are being brushed to the rear as the pikes lower to charge (see below):


As seen from from behind the Seleucid center, I am commanding the "Red", "Yellow" and "Green" Legions in the top half of the picture (see below):


The eagle eyes view depicts the threat to Roman line.

In addition to four huge phalanxes the Seleucid have two murderous elephants and a line of deadly Knight Cataphracts waiting in reserve to run down the legion in "quick kill" fashion (see below, middle left):


The left most legion in the Roman line is heavily engaged (see above). Its left flank rests on a river. The first surge of the Seleucid phalanx is checked and a local Roman counterattack has a fleeting opportunity to attack an exposed "Seleucid general" (see bottom middle below):  


The only down-side to the game is that we are playing under the DBMM rule set. I play it only under duress. These games always seems to start off on the right tack but then devolve into ever so frequent disputes over "how the rules read and are interpreted", this even after "years of playing". I always feel that this "bottom up" set of rules is more geometry based rather than historical simulation/game, lacking formation morale and army cohesion (for alternative "better" examples see Impetus, Lost Battles, Strategos II and even Fields of Glory). Sorry rant over.

IMHO there always seems to be an unexplained counter intuitive element to the rules which need just a little more of a plain speaking or diagram for me to "get it". They sometimes seem to work fine, but then along comes the DBMM "Barker moment" with a twenty minute discussion on whether a living and dying by +1/-1 modifier is to be applied or not. Or maybe it's just me (possibly/probably).

So far it still looks very, very pretty. In fact it is a joy just to see so many well painted figures on the table.

:)

Wednesday, 27 October 2010

End of Ancients Campaign

Started way back at the beginning of the year the DBMM Ancients Campaign has been officially wound up. The Spanish Ulcer proudly taking its place for regular weekly entertainment. Announcement of the end was forestalled as we were planning or rather thinking about one big last battle (in a winner take all sense) to decide the top civilisation.

After the last post/battle-report of Greek v Roman intrigue the campaign settled sown to more board game style than table top wargaming action, as fighting a battle purely for the sake of one would have been very counter productive for most (if not all) players. The economic negatives of losing your seat of power crippled Rome and she was barely left with enough men under arms to defend herself against Carthaginian probes.The former would-be masters of the known world were hunted to near extinction in the backwoods of Gaul and Germany.

Greece too suffered from economic pressure of the eastern Hellenes (aka the Seleucid) losing cities more by influence and cultural invasion that direct military action. So the ancient world started to crumble from centre, becoming a hollow vacuum exploited by two superpowers (the Seleucid and Carthaginian) with "safe" borders. In hindsight the mutual mistrust and opportunism of Rome and Greece was their own undoing, hubris being a rank cake to eat cold, but it did have a splendid intensity to it. The game in a sense continues with two players down and one to go but would take an age to conclude in a "last one standing fashion" and mediocre fun just doing a points count exercise.

As it has long since stopped being the battle generator it has to make way for the Spanish Ulcer. Perhaps we shall return to a big Carthage v Seleucid DBMM battle to put a name on the trophy as peaceful cohabitation seemed unlikely.   

Saturday, 17 April 2010

Ancient Campaign: The Fate of Rome

Carthage has been victorious on the field of battle. The casualties are determined and step-losses removed. Minimal loss to Carthage, Rome takes damage on her walls (careful not too much as to still retain her city status) and her legions. The Carthaginian army still sits atop of the eternal city menacingly.


Hannibal now faces the prospect of an even odds attack on the hated city which was what all the battlefield heroics were about. Tension mounts, was it all to nothing or is the prise his? Hannibal rolls a (2) resignation as this means a high probability of inglorious defeat, a high dice from Rome would seal his fate and deal murderous casualties. Rome rolls a (1), Hannibal breathes a sigh of relief. Paltry stuff though as this only means a step loss a side, but still it gives Carthage one last chance. It pays not to be kind with these sort of chances!

Sacrifices to the gods duly made, Hannibal throws a (1) resignation again and this time Rome rallies with a (6) which translates cruelly to a 50% Carthaginian Army loss. Obviously some form of disease has wiped the besiegers out. Hannibal retires defeated from the gates of Rome as Phyrus before him, to the coast to defend his fleet sending urgent requests for more reinforcements back to Carthage.

Rome lives to fight another day. Meanwhile the Greeks watch on impassively as the Seleucid Empire gobbles up Asia Minor complete and sends cultural feelers to Corinth in mainland Greece proper!


Note: Blue being the preferred colour of Greek choice, yellow representing Alexander's Seleucid descendants. What to do, Thrace (right hand side green/blue) looks quite imperilled as the next domino to fall?