Showing posts with label Rome. Show all posts
Showing posts with label Rome. Show all posts

Monday, December 30, 2024

Hannibal at the Gates

Thomas, Kyle, and I got together this past weekend for some Punic Wars action with To the Strongest! Carthage went first and stepped off with Group March moves!


Kyle and Thomas, commanding the Legions of the Republic, responded in kind. 

Carthaginian cavalry working its way around the flank of their Roman counterparts.

On the Carthaginian right, the stream made outflanking the Romans harder, but with 5 cavalry units to 2, denying control of the flanks to Carthage would be difficult. 

Carthage, move 3. Evidently, the sacred chickens refused to eat, but the Romans insisted on giving battle regardless. 

In the center, the opposing LI javelinmen trade shots, mostly to little effect, but a unit or two does get eliminated. Meanwhile, the Elephants look for an opening. 

The Roman left flank is enveloped, whilst their infantry tries to come to grips with the opposing Gaulish, Spanish, and Libyan infantry. Theoretically, their pila, better save numbers, and special Quincux rally rule should give them the advantage there.

The Roman right is getting enveloped as well. A Disordered unit of Spanish Scutarius pulls back, hoping to Rally. 

On the Carthaginian right, an ongoing exchange of Javelin casts is indecisive, which is fine with Hannibal, as it delays the clash of the heavy infantry and buys more time for his horse to win the day... which they are doing slowly.  

Eagle's eye view of the field, as Carthage plays a bunch of aces, followed by the Romans doing much the same. 

Spanish, Gallic, and African Cavalry continue to work on their envelopment, while a Disordered unit of Libyan spearmen also pulls back in the hopes of Rallying. 

The Roman left flank cavalry have been eliminated. That spells trouble with a capital T, and that rhymes with P and that stands for Publius Cornelius Scipio!

The right most Libyan spearmen are Disordered. 

But it is too little, too late, and on the next turn Roman losses exhaust the last of their Victory medals; in contrast, Carthage still has 16 out of their original 19 left. The senate convenes in a panic, appointing a Dictator to save the Republic!

Carthaginian left at the end of the battle. 

Carthaginian left center; the Spanish Caetratus (LI Javelins) in the woods repulsed multiple attacks by the opposing Legion!

Carthaginian right center; once again the infantry gave as good or better to the Romans than they got,  and any day that happens is going to be a bad day for the SPQR!

Carthaginian right flank cavalry at games end - clearly, it would only have gotten worse!

another  view. 

Another view shows the fragility of the Carthaginian left center. Despite the ill fortune on the day, the Roman players still enjoyed the rules, it being the first time for Kyle with TtS!

The fortified roman Camps, garrisoned by Ballistae and some raw Javelinmen. It was never threatened, but perhaps the points might have been better used elsewhere?

It's hard to see, but I used the system for terrain set up in TTS! for this game, except that I made the choices for both sides. Cartage tried to keep as much open terrain on the flanks with some cover in the middle,  whilst Rome aimed for the opposite! Yellow beads were fields, blue stream entry points, green woods, brown hills, black rocky impassable hills, and teal vineyards. 

Another hard to see view

and a 3rd!

as per the rules, cards are dealt for every potential feature. 

Any with clubs are removed. 

Diamonds are removed in the central zone, but stay on the flanks. Hearts are retained.

Spades drift in a direction determined by the pip value of the card. 

Final terrain set up - Roman side is near. 

Friday, October 16, 2020

A Garden Party: Rome vs Later Macedon with TTS!

 


This past Saturday was a beautiful October day; sunny with highs in the mid 70's Some brief correspondence revealed that John was available for a "socially distanced" and masked outdoor game on the Patio. With such a game needing to be set up and taken down quickly, To the Strongest! was on tap once again, with the game providing an excellent excuse to put the mass of Macedonians painted in 2020 on the table at last! 

In setting up the game, I discovered that the latest TTS Army list book had what is now the third take on handling the elusive tactics of the Polybian Roman army,  called Quincunx formation. This is similar to the 2nd version, with the ability to exchange ranks, rally, and "reload" Pila all as a part of the same action, and being allowed in the ZoC of the enemy. The twist is that the Triari are now incorporated, making the Quincunx a Deep (3 hit) unit that also maneuvers as though it is a normal depth unit. To balance those advantages, the save was degraded to 7+ when the Hastati are in the front, and 6+ when the Princeps or Triarii are in front. The Triari can also detach on an easy activation. Still, the 15 point cost for a regular unit makes them pricey. 

In the event, John took the Macedonians and their phalanxes, whilst I commanded the army of the Republic. 


160 point armies, as follows:


ROME

CMD

Description

Save

Spec/Ammo

Pts

VM

1

Left Flank Cavalry - Marcus Atilius Regulus





1

General, Mtd, Heroic

3+

Replay

6

2

1

Cavalry, Javelin

7+

2

9

2

1

Cavalry, Javelin

7+

2

9

2





24

6


CMD

Description

Save

Spec/Ammo

Pts

VM

2

Quintius Fabius Maximus





2

General, Heroic

3+

Replay

5

2

2

Legionaries Quincunx,  Legio IV

7/6+

Pila, exchng

15

3

2

Legionaries Quincunx,  Legio V

7/6+

Pila, exchng

15

3

2

Velites - Light Infantry, Javelin

7+

3

4

1

2

Velites - Light Infantry, Javelin

7+

3

4

1

2

Army Standard



2

1

2






2

Camp



1

3





48

14



CMD

Description

Save

Spec/Ammo

Pts

VM

3

Legio I, II, III Sempronius Longus





3

General

2+

Replay

4

2

3

Legionaries - Quincunx Legio I

7/6+

Pila, exchng

15

3

3

Legionaries - Quincunx Legio II

7/6+

Pila, exchng

15

3

3

Legionaries Quincunx Legio III

7/6+

Pila, exchng

15

3

3

Velites - Light Infantry, Javelin

7+

2

4

1

3

Velites - Light Infantry, Javelin

7+

2

4

1

3

Velites - Light Infantry, Javelin

7+

2

4

1


Hero


replay

1



Hero


replay

1



Hero


replay

1












64

14


CMD

Description

Save

Spec/Ammo

Pts

VM

4

Right Flank Cavalry- Gaius Terrentus Varro





4

General, Mtd

2+

Replay

5

2

4

Cavalry, Javelin

7+

2

9

2

4

Cavalry, Javelin

7+

2

9

2


Hero



1






24

6

VM 40/3 = 13



MACEDON


CMD

Description

Save

Spec/Ammo

Pts

VM

2

Left Center Infantry





2

General

2+

Replay

4

2

2

LI Bow/Sling

8+

3

4

1

2

LI Javelinmen

7+

2

4

1

2

Li Javelinmen

7+

2

4

1

2

Pike, Deep

7+

Pikes

13

3

2

Pike, Deep

7+

Pikes

13

3

2

Pike, Deep

7+

Pikes

13

3

2






2

Camp



1

3





56

14



CMD

Description

Save

Spec/Ammo

Pts

VM

3

Right Center Infantry





3

General

2+

Replay

4

2

3

LI Bow/Sling

8+

3

4

1

3

LI Javelinmen

7+

2

4

1

3

Li Javelinmen

7+

2

4

1

3

Pike, Deep

7+

Pikes

13

3

3

Pike, Deep

7+

Pikes

13

3

3

Pike, Deep

7+

Pikes

13

3

3

Hero


Replay

1


3










56

14


CMD

Description

Save

Spec/Ammo

Pts

VM

4

Right Flank Cavalry





4

General, Mtd, Heroic

2+

Replay

6

2

4

Cavalry, Javelin, Veteran

6+

3

11

2

4

Light cavalry, Javelin

7+

2

5

1











22

5

VM 39/3 = 13



Initial Deployment. as seen from the Roman lines. 


Situation, end of Turn 1; the Romans moved first, but my right Center command balked at advancing, playing an Ace for their Group Move attempt.  


End of Move 2: My left flank cavalry chuck Javelins at the Thracian Cavalry looking down upon them from the hill, who shrugged them off with ease. My right flank cavalry is trying to maneuver to outflank the Companions, and the Legions are shifting to the right; there are 5 Quincunxes and 6 Phalanxes; not good!  The Macedonians also have an extra light Archer unit. 


End of Roman Move 3 - My velites chuck Javelins at the Macedonian lights screening the phalanxes, but barely manage to eliminate a single Archer unit. My Cavalry gain the flank of the Companions, but are very vulnerable to themselves being outflanked!


End of Macedonian Turn 3. The Roman Oblique maneuver has lead to John sending his 6th phalanx to chase down by Heavy cavalry. That shouldn't work... should it? His Companions flank my right side Cavalry and inflict a hit, but are unable to activate again to charge them in the flank a second time!


End of Roman Turn 4 - My velites have pulled back so that my Legions can attack, but those subsequent activations fail. My cavalry fall back on both wings. John looks on, suitably masked etc. I am so used to wearing a mask for hours at a time at work now that I hardly notice wearing my own. It was so sunny and warm when I was setting up the dame that I am wearing shorts, a hat against the sun,  and a T-shirt myself! 


End of Macedonian Turn 4 - The companions have eliminated my Right Flank HC, one of his phalanx has eliminated one of my Legions, but another is driven back. Of course, now I remember that I once again failed to take the break tests  for units orthogonally adjacent to a destroyed formed unit!

 
End of Macedonian Turn 5 - my poor left flank cavalry is being pursued by huis cavalry and a phalanx - not good! An out of Command Phalanx ought to be darned hard to get to move... but not for John!  :-)
My leftmost Legion followed up on the battered phalanx, injuring it again, but John's spare phalanx has turned to flank me. "What doubly difficult maneuver? Need a 4+?  No problem, mon! 


End of Macedonian Turn 6, and the game, My remaining right flank cavalry unit rides down the Companions in a flank charge, and I eliminate the one battered phalanx and then nimbly turn to face off against the phalanx to my flank,  but all of my Legions are on the verge of collapse, most of my velites have been eliminated by enemy fire, and my left flank cavalry has been eliminated. Game over, man! It wasn't as close as it looks, with John still having 6 Victory Medals left at the end of the game!


    All in all it was a solid win for John and the Macedonians. My Legions didn't perform very well, but their Javelins and pila consistently missed, and my saves for the Quincuxes were abysmal. The pre-emptive strike of the Pikes in melee (if they hit you, you can't battle back, and they always go first... although the pila cast comes before that, for all the good it did the Latins in this game. 

    We started shortly after 1 PM, and with John's help, it was all packed away by 4 PM. This was the first FTF game I have run in almost a year! We may be able to mange one in the Garage in November some time; we'll see! After that face to face games are likely to out until at least April next year.