Showing posts with label 15mm ancients. Show all posts
Showing posts with label 15mm ancients. Show all posts

Saturday, 21 September 2013

Review & AAR: 'An Age of Sword & Arrow' Ancients Rules

I came across these rules via a post on Anatoli's blog. They had some interesting sounding mechanisms so I downloaded the free PDF and had a closer look. They seemed worthy of further investigation and I had a look at the supplied army lists to see what I could field. I decided to have two Norman armies fighting as these were the only forces I could fit to armies I already owned.


I will no doubt get some things wrong or miss things so take what I say in that light. The first thing that struck me was the difference in the respective points cost of the troop types. The Milites (heavy cavalry) with heavy armour cost 80pts per base while a base of close order crossbowmen only cost 12pts. So one base of Milites costs more than six bases of Crossbows, that seems like a big difference. I was interested in how this would turn out in a game. I got out my 15mm Italian Wars army to represent the Normans and proceeded to spilt it up into two forces with nearly equal points. The game does not recommend any particular points total for games so I just went with what I could field. Which was as follows:

Army A
1 x General, Leadership 3, Strategy 1 - 100pts
12 x Milites, Heavy Armour, Lance, Stirrups - 960pts
4 x Light Infantry, Skirmishers, Insignificant, Bow - 52pts
Total 1112pts


Army B
1x General, Leadership 3, Strategy 1 - 100pts
6 x Milites, Heavy Armour, Lance, Stirrups - 480pts
6 x Auxiliary Cavalry, Medium Armour, Javelin, Spear, Stirrups - 282pts
12 x Archers, Crossbow - 144pts
8 x Light Infantry, Skirmishers, Insignificant, Bow - 104pts
Total 1110pts


So two very different forces from the same army list. With the armies sorted I set up a battlefield with a small wood on each flank. I was just looking for a simple battle to try out the mechanisms so there was no need for anything more complicated.


Set up was a bit puzzling. There's no indication of how far in you can set up or how to lay out terrain. So I just put them where it felt right. Unit sizes are a bit strange too, the Milites and Aux Cavalry have to be 3 or 4 bases, the skirmishers 2-3 bases but spear armed infantry can be 3-8 bases. Army A I set out as in the above photo. Army B I had to think about for a bit. In the end I decided to have the skirmishers and Aux Cav out in front to harass the Milites in the hope that their fresher Milites would have the advantage especially if the crossbows could do some damage as well. As can be seen below.


So with that done it was time to start the game. Again there's no indication of how to choose who goes first so I just rolled a die (I should note here that this is a D10 game) Army B won and went first. The turn sequence is Rally, Movement, Shooting, Assault, Combat. As this was the first turn there was nothing to do in the Rally phase so I moved on to the Movement phase. I should note here that each phase has a number of sub-phases that break down what you can/have to do in each phase.

I moved the skirmishers forward to shoot at the Milites and moved the Aux Cav up to be in a position to harass the Milites next turn. Infantry can move 6" or run for 10" Cavalry can move 10" or run 16" (there is a typo in the rules with two different March move distances for cavalry, I went with 10" as it seemed right) but running adds a point of Fatigue which hinders a unit (more on this later).

Position after the first move

Next up was shooting. All the skirmishers were in range and had LoS so no problems there. I fired 2 bases at each of the flank Milites units and 4 at the center unit. The skirmishers have a skill of 6 but moved so suffer a -1 meaning they need 5 or less on a D10 to hit. They are armed with bows which have a rate of fire of 2 meaning that each stand gets to roll 2 D10. Some abysmal die rolling meant that only 2 hits were scored from 16 dice! Both of these were on the center unit which now has to try and save.
All units have a base 'save' of 5 modified by things like armour. The Milites have heavy armour which gives them a +2 to save making it a 7, ranged attacks also add a +1 making it an 8. So they now have to roll 8 or less on 2 dice or 2 bases will be removed. The poor dice rolling continues and a 10 means a base is removed from the center unit.
That completes the shooting for Army B so now Army A gets to shoot. All shooting is deemed to be simultaneous so any bases removed this phase would still get to shoot back. As the Milites don't have ranged weapons this doesn't apply. Army A's skirmishers are out of range so the shooting phase ends.

Ammunition is a factor in this game with the skirmishers having 3 Ammunition. This is now reduced to 2 as they fired. Ammunition can be replenished by 2 if the unit spends a turn 'Resting', this also removes 2 'Fatigue' if any has been accrued.

The next phase is 'Assault'. If you didn't run or shoot and you have an enemy in range you can assault. So this means its possible for a unit can move twice in a turn. For example a mounted unit can march 10" in the movement phase and then charge 6" in the assault phase. The next bit is a bit different as there are two types of assault, Charging and Harassment. Charging is what it sounds like but if the unit has the Harassment skill they can remain stationary and harass the enemy (presumably with whatever ranged weapons they have). Carrying out an harassment assault does give the unit 1 Fatigue though but it inflicts Fatigue equal to the Harassment skill on the target unit. As Army B had no one in assault range the phase ended as did their turn.

There was nothing for Army A to do in the Rally phase so onto the movement phase. I moved everything forward a normal move. I thought about Running the skirmishers deeper into the woods but decided against it.


So on to the Shooting phase. I shot 1 base from each of the skirmisher units at the Aux Cav needing 5's to hit and got 2 hits. The Aux Cav have the standard save of 5, +1 for medium armour, +1 for a ranged attack giving a save of 7. Both hits were saved. Army B now gets to shoot back.
This is where things got complicated. The skirmishers shooting is the same as last time, except they haven't moved. But Army B's Crossbowmen are also now in range. As far as I can tell you are allowed to shoot over intervening units as long as the target is in range and arc of fire. The rules just say that if there is no LoS the target is harder to hit. I think this is just wrong. It might be ok for bows that could arc over intervening troops but crossbows and gunpowder weapons have flat trajectories which would mean hitting the intervening unit. Plus the penalty is only a -1 to hit. So on with the expected carnage. The skirmishers kill 4 stands of the Milites, the Crossbowmen only have a RoF of 1 but they have AP2 nullifying the Milites +2 from their heavy armour and kill 3 more stands. That's now 8 stands gone from the original 12. I called the game at this point as there was no point continuing.


I may have done something wrong here but I can't see what it could be. There's a lot to like about these rules including a ton of stuff I didn't get to mention. The Harassment/Fatigue mechanism looks great. You can spend points to give your General some flavour like in the Total War series with attributes like 'Butcher' for 75pts which makes enemy units suffer -1 morale. There are special moves like 'Feigned Withdrawal' and special attributes for your units. But I'm not convinced about the points values or some of the basic mechanics. It has a nice 'Hobby' section for beginners but doesn't have an index or QRS (which it really needs). There's also nothing about ranks, for example it doesn't seem like you get any benefit for having any ranks beyond the first for close combat figures, so no point to pike blocks. Also information on things like combat is spread over a number of sections meaning you have to flick back through various pages to hunt down the information you need.

I really wanted to like these rules as they have a lot of cool features, they're worth downloading but I'm going to stick to Impetus for now.

Wednesday, 21 March 2012

Monday's Basic Impetus Games

Monday night at Wessex Wyverns saw a return to Basic Impetus. I was playing Steve, an experienced ancients player but using FoG:Ancients, so this was his first time with Basic Impetus. I had brought down a few armies to choose from & Syeve picked Warring States Chinese & I went with Arab Conquest.

Wei (Warring States) (VDT=14/7)







NumTypeMVBUIVDNotes
1CGP(*)8643Heavy Chariots – Various Weapons
1CM10522Cavalry
2CL12301Light Cavalry – Composite Bow B
2FP5522Heavy Infantry
3T6301Crossbow B



Arab Conquest (VDT=21/11) 
NumTypeMVBUIVDNotes
5FP(*)5533Impetuous
1CL12312
1T6302Short Bow A
2S8201Short Bow B


After a quick explanation of the basics we got started. I got so caught up in explaining things to Steve that I forgot all about taking pictures, again.
Anyway on to the battle. I was the defender and set up 3 hills, two of which were in my deployment area. Steve then moved one of those into his deployment area and I then deployed my troops. Nothing fancy for me, just a line of spear with skirmishers in front, archers on the left flank & LH on the right. Steve deployed his crossbows on his right then the HI & chariot and on his left flank he had his cavalry & LH. I did a general advance with all my figures the skirmishers shot but did no damage. Steve also did a general advance his LH shot but did no damage & his crossbows were out of range. I decided to see if I could get rid of one of his LH and charged my jav armed into contact with his bow armed LH.
At this point I should have packed up my stuff and gone home. I rolled badly Steve didn't, and my LH were gone. You see I did something I always try to avoid. I loaned Steve some of my dice. Whenever I do this they always roll really well for my opponent, much better than they ever do for me. And so it proved for the rest of the night I couldn't get a hit and Steve was rolling 3 or 4 hits each time. He spent most of the night apologising for his dice rolling!
Anyway back to the battle. My advance continued and my shooting did nothing. I turned a Spearman to protect my right flank. Then Steve fired his crossbows and started doing serious damage to my left flank. To cut a long story short his crossbows soon wiped out my left flank and his cavalry finished off my right. Game over.

Game two saw me use the Chinese and Steve took my Samurai.

Early Samurai  (VDT=15/8) 
NumTypeMVBUIVDNotes
3CM(*)10633Mounted Samurai
2FL8421Ashigaru
1T6301Ashigaru with Bow – Composite Bow A
1FL8422Angry Peasants

I was the defender again and set up first with the cavalry & crossbowmen on my left, the chariot & HI in the middle and the LH on my right. He set up his Ashigaru on his right and massed his cavalry on his left.
I went first and left my X-bow where they were and started to redploy the cavalry to support my right. The chariot & HI advanced to get the attention of the cavalry while my LH swept round his flank. All Steve's forces advanced. Next turn I managed to do some damage to his endmost cavalry with the LH as they continued to sweep round to his rear. My chariot manoevered to intercept his cavalry. His general advance continued and his cavalry charged home on my chariot & one of the HI. Again the dice went his way causing heavy casualties to the chariot and forcing it back. The other melee was a stalemate. The position is shown below, with proof of his excellent dice rolling! (6's & double 5's are all hits).


Never, ever let your opponent borrow your dice!
Both of us encountered a spell of bad dice rolling and melees continued with no outcome. The ashigaru charged my cavalry but entually were defeated. The other ashigaru attacked the x-bows and prevailled after more epic dice rolling (needed to roll a 1 on two occasions to avoid breaking and achieved both). Steve's cavalry entually got round to the rear of the HI seeing them lost. My LH shot the Angry Peasants to pieces in the middle but the game was lost.
Steve enjoyed the games but found them a bit brutal (thats what happens with epic dice rolling!). But said he'd play again but would like to try the full rules next time.

Friday, 9 March 2012

Games & painting for the next couple of weeks

I'm one of those people that only like to game with painted figures. I don't mind if my opponents figures arn't painted I understand some people have lives. But using unpainted stuff just doesn't feel right to me. So I use my gaming schedule to help motivate me to paint. I find that if I have a game coming up I'm much more likely to get the painting done than otherwise.
So for my Warmachine game at  Wessex Wyverns on Monday I'll have my 20pts of Khador from the 2 Player Battlebox finished. I should also pick up my 2 boxes of PSC Panthers on Monday night & they will be my next project. I'm hoping to get a FoW game arranged on Thursday at Christchurch Crusaders where I can use them. That will give me 3 days to paint up 8 Panthers so that shouldn't be a problem.
On Monday the 19th I'm teaching Steve Basic Impetus ancients. I have a few 15mm armies already painted & based for Impetus but I'm also part way through painting a Classical Indian army. I'd like to get that done in time for the game but painting the decoration on the elephants & chariots is a bit of a pain & as I have painted figures for both of us to use the motivation to get them done is less.

I'll try & get some pictures of the finished Khador on the site on Monday.

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