Monday, 19 September 2016

Improving the campaign system

This test campaign is set in the late 3rd century AD and the Black Sea Kingdom of Bosporus is defending its territory against a “Scythian” (Alani) incursion. The Tanais River is the northern frontier of the kingdom and the site of the first engagement between these two armies. An alternative route to the Bosporan capital of Panticapaeum as rival tribes and Sarmatians would provoke an unplanned conflict for the Alani.

The Armies:
II/25 Bosporus
1 x general (3Kn), 2 x nobles (3Kn), 3 x horse archers (LH), 2 x spearmen (4Ax), 2 x archers (3Bw), 1 x skirmisher (Ps), 1 x artillery (Art).

II/58 Alani
1 x general (3Kn), 2 x nobles (3Kn), 9 x tribal horse archers (LH).



The Alani tribal leaders are planning a spring offensive to defeat the Bosporan and capture the capital of Pantipaceaum. With much coercing and lofty promises an army slowly assembles at the Tanais River in April. Crossing the frontier they met the Bosporan army deployed for battle. The action was brief as the Alani nobles made very little impression on the Bosporan armoured cavalry but the massive destruction meted out by Bosporan archers did not go unnoticed. The Alani warlord called off the engagement and moved back across the frontier. (Score 4 – 2 for the Bosporan).


 Displeased at the defeat, rival chieftains argued while others threatened to leave the campaign, but a new leader was found. By July, the Alani horde re-crossed the frontier to meet the Bosporan.

Using their superior mobility the main battle line would slowly advance giving a flanking column time to encircle the Bosporan open flank. A well time charge caught the Bosporan infantry at a disadvantage; their heavy loss prompted the Bosporan Strategos to call a retreat.  (Score 2 – 5 for the Alani).


Retreating along the shore of the Meotis Sea, the Bosporan army gathered its fugitives and called up reserves from Panagaria. The Alani also took advantage of a brief respite to gather new warriors to the horde as the horde finally approached the Bosporan in August.


 In the early morning, from the Bosporan position, one could see the main strength of the Alani was deployed near the shoreline placing all the Bosporan infantry effectively outside the battlefield. The Alani wasted no time and launched an aggressive attack outnumbering the Bosporan cavalry two to one. The effect of the charge shattered the Bosporan army cutting down most of the armoured cavalry and light horse. (Score 0 – 5 for the Alani).


 News of the defeat set Pantipaceaum into a wave of panic. The Bosporan military council would make a last ditch effort at Panagaria and ferried their last reserves over to support this and even the Sarmatian promised an allied contingent to gather at Panagaria to help repel the invaders.

For unexplained reasons, the Alani horde did not arrive until October presumably they were too busy plundering the countryside of Meotis (lacking points, the Alani could not move).


 Outside Panagaria, the Bosporan army deployed in a compact formation with the Sarmatians positioned near the shoreline, next to them the Bosporan armoured cavalry supported by light horse and lastly the remaining infantry on the right. The Bosporan opened the battle with both sides quickly becoming embroiled in a desperate and fierce contest. As quick as it began, both sides slowly drew back to reassess the situation as both commanders were struck down. Dumbfounded, the Alani withdrew first and with November approaching would cross the frontier to return home. (Score 4(G) – 3(G) for the Bosporan).     






20 September 2016

An Assessment. 
I was very pleased with the results of the campaign and especially the outcome of the final battle. The situation for the Bosporan looked very grim following her second defeat yet Aphrodite smiled to ensure the Alani had no points to care for supply or the replacement of troops; this not an issue for the Bosporan as their war chest was deep enough to replace losses and secure allies for their final contest.

Playing the campaign system did not appreciably add extra time as each campaign month required two quick card games to determine who gained points. What made the games interesting subsequent battles were fought with uneven number of elements. Each side could replace up to three elements lost for the cost of one point which meant the Bosporan was still short two elements in one case. The shortfall was solved for the last battle by hiring the Sarmatian allies for the cost of an extra point.

The revision also satisfied the requirement of multiple phases (original set) for each campaign month with only one step thereby decreasing the amount of time needed for the campaign move. Having sufficient points meant a player could readily replace losses, hire allies and make strategic moves and lacking them your army became immobile as did occur on several occasions to the Alani.

Revising the rules set shaved down the number of pages from five to two, this no doubt may change with further play tests. This will continue as I search for some interesting and lesser known historical themes.

By the end of October a final copy should be uploaded to the Fanaticus DBA Wiki for others to use. 

Saturday, 17 September 2016

Severan Army vs. Kingdom of Armenia

We have encountered the Kingdom of Armenia in an earlier test series against the Seleucid and that same composition of troops will meet the Severan Army for these three games. Due to the time period, the Armenian can now call up the assistance of a number of allied contingents. As per our format, the first game played is with an unaltered list.


II/64b Middle Imperial Roman (Eastern)
1 x general (Cv), 1 x cavalry (Cv), 1 x horse archer (LH), 4 x legionnaires (4Bd), 3 x auxiliary (4Ax), 1 x auxiliary archer (4Bw), 1 x Clibinarii (4Kn).

II/28C Armenia
1 x general (4Kn), 1 x cataphract (4Kn), 4 x horse archers (LH), 4 x javelinmen (3Ax), 2 x archers (3Bw).


Game one
Armenia is defending and places difficult hills and woods as per die cast. Rome attacking have seized the hilly area to face the Armenian army and place their heavy infantry at the mouth of the valley with auxilia positioned at the hill top, cavalry are held in reserve.


 The Armenian general has decided to take the initiative and capture the heights overlooking the Roman left after which time the cataphract supported by javelinmen and horse archers would attack the Roman centre, sending cavalry via a route opening at the Roman rear would occupy their cavalry reserves.


Armenian patience grows thin as the hilltops are not cleared as quickly as planned, but the tell-tale cloud of dust does indicate Roman reserves are being sent to stave off the threat to the rear. Noticing that the Armenian attack is losing its momentum the Roman centre launches an unexpected attack.


Caught totally off balance, the Armenian loses a good number of cavalry and their commander signalling a general route. Score 2 – 5 for Rome




Game two
Rome catch up to the Armenians deployed for battle at the end of a valley and among the ranks can be seen new banners and standards of cavalry units (it became later known that Armenia called on Parthian allies to supply a contingent).  Battle lines were askew of one another so both armies would need to wheel to meet head on.


Maneuvering to cross the valley floor proved difficult for Armenia and Parthia as their respective groups took longer to align them and the Roman formations could be seen to close the distance between them.


Rome struck first, but the dense formation of cataphracts sent most cohorts back, the Sagitarii were fortunate to cut down a unit of horse. That was small consolation as Rome had twice as many casualties.


The Romans quickly moved into a routine and were cutting down their opposition including the Armenian general. The jubilation and cheers at the end of the valley were picked up by the auxilia atop the hills, the cavalry were not to be a part of the plundering today, score 2 – 5 for Rome.




Game three
This time, the hills would not interfere with Armenian cavalry operations and the small woods would serve the javelinmen and archers as cover.


The Armenian-Parthian coalition moved slowly forward to give her infantry time to position them in the wood, the signal to advance was not seen by all unfortunately. Rome moved quickly to take the wood and using this position wheeled her battle line to the left. This would force the enemy cavalry to adjust their approach thereby blocking any potential fire by the archers positioned on the right flank.


Altering the initial plan, the Armenian general deployed all his troops into extended line and would overwhelm the Roman first line.   


Rome countered by moving her centre slowly forward and throwing both wings forward to attack the enemy infantry. This resulted in exposing the Parthian left and likewise the Armenian right was seriously threatened.


The Parthian was able to recover and destroy two units of legionnaires bringing the coalition close to victory. Close to victory, the Roman second legion sent both supporting cataphract back leaving the Armenian general to face the wrath of Mars. Score 3 – 4 for Rome.



Tuesday, 13 September 2016

Severan Rome vs. the Hatrene

The city state of Hatra has had a long history of conflict with Rome and foiled many attempts of a siege.
That all changed with the coming of the Sassanid. As a trial, both sides form armies as listed for their side with game two, both have the option to use an allied contingent. For the Hatrene this could be the Parthian and for Rome the dubious Nomad Arab.

II/64b Middle Imperial Roman (Eastern)
1 x general (Cv), 1 x cavalry (Cv), 1 x horse archer (LH), 4 x legionnaires (4Bd), 3 x auxiliary (4Ax), 1 x auxiliary archer (4Bw), 1 x Clibinarii (4Kn).

II/22c Army of Hatra
1 x general (4Kn), 1 x horse archers (LH), 1 x swordsmen (4Bd), 2 x javelinmen (3Ax), 6 x archers (3Bw), 1 x caravan guard (Cm).

Game one
The Hatrene army form up with the difficult hills anchoring her right flank and infantry are evenly split on either side of the commander and horse archers guard the open desert flank. The Romans have matched the Hatrene battle line with all her infantry and behind them all mounted units are held back in reserve.


The Hatrene had planned to clear the rocky ground before moving her main formation, but signals were not clear (low pip score) as the Roman formations moved quickly into contact.


The legionnaires and their supports quickly worked their way between Hatrene units to cut down any recoiling enemy. This cost the life of their commander and other isolated units to quickly end the battle.
Score 2 – 4 for Rome.



Game two
Hatra now enlisted the aid of the Parthian who supplied cataphract cavalry and horse archers. They took up a position on the right while on the left the Hatrene infantry would make use of the rocky ground and hills to harass the Roman infantry.


The Roman centre moved slowly forward to give her flanking units time to move into position. At this moment, the Roman light horse was challenged by Hatrene horse archers supported by camel mounted troops.


Seeing that the left flank was now fully engaged, Rome launched her first line contacting the Parthian cavalry first.


The Parthian earned their pay as they crushed several infantry units for the loss of one cataphract. The Hatrene were able to complete the victory by dispatching the Roman light horse making the score 4 – 2 for Hatra.



Game three
Rome defending made use of a difficult hill to anchor her right and used the majority of her infantry to extend her line to match that of the Hatrene.


Sensing a slight hesitation among the Hatrene ranks, the Roman line moved forward in two formations while opening a space for the reserve cavalry. The extended line caught the Hatrene by surprise and decided to launch their attack ahead of the infantry preparations.


The Parthian supports lost to archer fire and auxiliary combat quickly found themselves cut off from the main Hatrene army. The struggle was desperate, but the Parthian were cut down to a man and fifteen minutes later the Hatrene commander called for a general retreat, score 2 – 4 for Rome.  



Friday, 9 September 2016

Severan Rome vs. Meroitic-Kushite

I have not read of many players using the Meroitic-Kushite, but in my opinion DBA 3.0 have certainly moved them up a notch as being an army with potential. In addition to their troop mix they are one of the few African armies that have steppe as home topography.


II/64b Middle Imperial Roman (Eastern)
1 x general (Cv), 1 x cavalry (Cv), 1 x horse archer (LH), 4 x legionnaires (4Bd), 3 x auxiliary (4Ax), 1 x auxiliary archer (4Bw), 1 x Clibinarii (4Kn).

I/58 Meroitic-Kushite
1 x general (Cv), 1 x cavalry (Cv), 2 x Meroitic archers (3Bw), 5 x tribal spearmen (Sp), 2 x tribal swordsmen (4Bd), 1 x herdsmen (Ps).


Game one
Rome as attacker positions troops on gentle hills securing both flanks and places in the centre all the legionnaires and heavy cavalry. The Kushite has positioned their forces facing the Roman centre with a small group prepared to seize the hill on the Roman left.


Kushite spear drive forward to take out a unit of legionnaires sending the rest back on their heels. On the flanks Roman troops are maneuvering to envelope the Kushite wings and to counter this, the Kushite general moves his cavalry to the right while a unit of archers deploy to take care of the light horse.


In a brief moment Roman resistance simply fell apart as the Clibinarii were cut to pieces, light horse were emptied from their saddles and units of Roman foot were being encircled by savage tribesmen. Score 5 -2 for the Kushite.



Game two
Game one proved to be a wake-up call and as defender Rome changed her deployment to form three battle groups. Seeing this, the Kushite general would lead with the right to clear the hill of the cavalry and eventually wheel left to support the main body confronting the Roman foot.


Movement forward was hampered by poor communication between Roman command and troops but the cavalry did manage to reach the crest in time with only 100 paces separating them from the advancing Kushite spear.


The Kushite spear struck the cavalry line and littered the hill top with Clibinarii dead and sent the rest recoiling back. This proved their undoing as the cavalry withdrew off the hill and would eventually be seen moving off to support their infantry.
On the Roman right, the legions with auxiliary support struck the Kushite left.


The Kushite general needed every bit of attention (pips) to adjust his line to meet the Roman attack. Realizing the danger a number of units were reforming to aide their general.


Roman drill and technique resurfaced as the legionnaires cut down Kushite tribesmen as many were hampered by their own troops and could not flee including their general. Score 1 – 5 for Rome.



Game three
Now defending the Kushite formed up in one large formation flanked by swordsmen and behind in a second line was light troops and cavalry. Rome deployed in a formation similar to the last battle; legionnaires supported by auxiliary in two groups with cavalry protecting both flanks.


Securing the hill top position, the Kushite general moved units from his reserve to seize the second hill to support the right flank. Meanwhile, the Roman line moved steadily forward while light horse took advantage of the situation to threaten the Kushite rear.


Both lines struck and subsequent turns brought the lines moving to and fro with nearly every Kushite unit being pulled into the conflict. The Roman light horse wheeled to the left to add their blades to the struggle taking place at the hill top.


Kushite swordsmen pursued elusive Roman auxiliary leaving the spearmen to deal with the Roman legionnaires, this left the general no alternative but to deal personally with the light horse threat. This was unfortunate as the continuing combat took the general and his bodyguard off the hill leaving the rest of the army bereft of their commander; subsequent turns meant Kushite units looked to their immediate chieftains or warlords for commands (extra pip costs).


Rome quickly seized the opportunity to cut down isolated units yet despite the loss of their commander the Kushite defiantly formed a shield wall. Victory came when Roman cavalry swept the second hill of the remaining Kushite cavalry. Score 2 – 4 for Rome.



Thursday, 1 September 2016

Project Rome – the Seleucid vs. the Galatian

The Celtic tribes that settled in the highlands of central Anatolia by the 3rd century BC are better known under the collective name of Galatian. They were often hired in small number as mercenaries, but a number of war chieftains did form large armies to plunder neighboring kingdoms. Surprisingly, their first contact with the empire ended in defeat when they met the Seleucid war elephants of Antiochus I.

II/19c Seleucid
1 x general (3Kn), 1 x cataphract (3Kn), 1 x elephant (El), 1 x scythed chariot (SCh), 4 x phalanx (4Pk), 2 x thureophoroi (4Ax), 1 x Cretan archer (Ps), 1 x slinger (Ps).

II/30b Galatian
1 x general (LCh), 1 x chariot (LCh), 1 x scythed chariot, 2 x cavalry (Cv), 6 x warband (4Wb), 1 x Psidian (Ps).


Game one
Both armies deployed at opposite ends of the valley, but the formation of the hills meant battle lines were not directly opposite of one another. Galatia, as defender, moved first to correct their alignment. Wheeling to the right all her infantry formed a massive corps on the right with the cavalry and scythed chariots forming the left flank.


The Seleucid formed up in their classic battle formation would wheel to the left to match the frontal assault of the Galatian. Through a mishap in communication (low pip scores) the centre formation delayed their maneuver which later worked to their benefit.


The Seleucid battle line buckled at certain spots but this was compensated by half the phalanx pushing their opponents back while the scythed chariot sliced through their opposition.


Dust clouds were thickest in the centre as the rhythmical thrust of sarissae met Galatian flesh or shield, slowly the warband resistance slackened as losses increased. One-third of the army stood as spectators as the phalanx carried the day. Score 5 – 2 for Seleucid.




Game two
By a surprising series of die casts four of the five pieces were placed on one flank with a lone wood at the opposite end offered a smaller arena for the second game. The Seleucid shortened her front while the Galatian took advantage of the hills to mask a portion of her infantry attempting an encirclement of the Seleucid right.


To give time for the encircling troops to arrive at their position, the main Galatian army would move slowly forward. This offered the Seleucid an opportunity to rush forward the phalanx supported by war elephants and chariots.


Before striking the Galatian battle line, the scythed chariot seized an advantage to wheel right and cut down a warband.


The phalanx and thorakites repeated their performance of the last game to cut down their opposition ending the game, score 5 – 0 for Seleucid.




Game three
Through fortuitous die cast, the placement of terrain pieces presented the Seleucid a dilemma and so opted to deny the Galatians the use of the woods; they would later regret this choice.


To solve the problem of communicating the Seleucid general moved to the right to signal his troops there to move off. During this time the Galatian chieftain sent groups of warband to infiltrate the wood on the Seleucid left as the phalanx remained stationary.


Things were not going well for the Seleucid general as he soon lost control of the battle (low pip score); the battle line was stretched thin and all reserves were now committed.


The Galatian struck with full force against the Seleucid centre and left.


The situation turned chaotic as Seleucid troops recoiled, elephants were sent fleeing in a panic as the Galatians in their war frenzy cut down isolated units bringing the battle to an end, score 2 – 4 for the Galatian.