Showing posts with label Ancients. Show all posts
Showing posts with label Ancients. Show all posts

Friday, November 18, 2016

More Ancients and Mythological Creatures


So how many “little breaks” do I get to take from a project before I can consider myself “totally distracted”…?

(Remember: click on the pictures for a bigger version):


Ancient Persians from Casting Room Miniatures (who are currently having a “pre-xmas” 20% off sale on their historical miniatures like these – I did not pick these up in the sale. I’ve had these a while. Though  I’m not entirely sure WHEN I picked them up… probably a year and a half ago when I was picking up stuff for Song of Shadows and Dust.


Thracian Women from Wargames Foundry which is the same guys as Casting Room Miniatures… but a different website – which is SUPER annoying because orders cannot be combined If I want to order 4 packs from one and 4 from the other I have to pay twice the shipping I would if they were all from the same website – actually at 8 packs (combined) it would ship free from one or the other…. (unlike… say… North Star Figures which also sells Artizan Designs and Copplestone Castings and Crusader Miniatures and maintains separate websites for each of them – they all go to the same cart and orders can be combined).

I digress…


Here’s what their backsides look like.


Gorgons! The one that is primarily red and yellow (tried to go for a Corn Snake look) is from Reaper Miniatures, the other three are from Wargames Foundry or Casting Room Miniatures… I forget which… I think they may be the one line that is available through BOTH websites! The Black Snake gorgon I actually painted… um… wow I guess it was over four years ago - but I’ve included her here with the others because… well.. they’re all done so I thought I’d take a picture of the group….?

Coming soon on Tim’s Miniature Wargaming Blog:

Back to the Great War Canadians… no, really… the 19th (Central Ontario) Battalion is the only thing on my workbench and I’m not putting anything else on there until they’re done!

Saturday, September 3, 2016

Broken Legions


Broken Legions: Fantasy Skirmish Wargames in the Roman Empire by Mark Latham is one of the latest in the Osprey wargames series from Osprey Games. I’ve really been enjoying… well… most of the games in this series. They’re inexpensive enough that I don’t mind picking them up just to see what they’re like.

I’ve been pretty excited about checking out Broken Legions for almost a year now since the Big Reveal last September. Not because I had a clue who Mark Latham was at the time or what sort of rules he’s written (though BGG informs me he is the author of Trafalgar, Waterloo, and the Legends of the Old West series of games - all from Warhammer Historical Wargames – of which I have only played Legends of the Old West, once, almost 10 years ago), but I really like the thematic setting.

I really like Cthulhu Invictus. I had though about running it with Savage Worlds back when I was playing a lot of that, but never got around to it (too many campaign settings… not enough time… or regular committed players) (you’d think I’d have been all over Weird Wars Rome, but I’m actually kind of “meh” about it…). I thought at one point I might try running them using a mash up of Song of Shadows and Dust and Fear and Faith… and I still might! But I also thought I’d have a look at Broken Legions to see how they played out and if they could potentially be adapted.

So when Broken Legions arrived I though it would be fun to try out. I didn’t have to paint a thing. I could easily have fielded multiple Roman forces (either Soldiers of the Eagle or Order of Mithras), Sons of Spartacus (Gladiators), Cult of Set (Egyptians), the Argonauts (Greeks) or any of the others. I could probably run a campaign for a dozen people without having to put a drop of paint on a figure – just with stuff I already have painted…

I recruited the kids to play a quick game Friday afternoon.


Germania, 101AD


SITUATION

Centurion Carisius and his sacred band of Legionaries are on a mission deep into the heart of Germania to recover ancient relic the barbarians there might use to gain great power.

SCENARIO

I decided to use Scenario 5: Darkest Before the Dawn. As written the players are to dice to determine who is the attacker and who is the defender. I simply decided that it would be the Germanic Barbarians that were attacking the Romans in their camp just before dawn. The scenario seemed simple and straightforward – there they are, get ‘em – no wandering monsters or objectives to secure…

FORCES

I tried to keep things relatively simple – not try out too many different things in our first go at this. I also wanted to try and just use stuff that I had… which didn’t necessarily fit the lists exactly, but I did my best.

Soldiers of the Eagle – played by The Boy


1x Centurion (+ Tower Shield)
1x Warhound
4x Legionary (+ 1 Pilum each)
1x Auxiliary Legionary
3x Numerus

The "Numerus" seem like maybe they’re supposed to be hunters or scouts - they have the Pathfinder ability – but it was the only way to get an armoured archer so I could use these auxiliary archers I have (although they are classified as “light armour” even though they are wearing the same chainmail as the auxilary “legionary”)


Barbarians – played by The Girl


1 x Tribal Chieftan (+Shield)
1x Druidess (+ Miracles – Nature’s Wrath and Call of the Wild)
6x Warriors (+ javelin)
1x Berserker

I have these six Germanic warriors that are armed with Spears… spears apparently aren’t an option for Barbarian warriors in the lists… so I said they were javelins and their main weapons were “hand weapons”)


THE GAME


TURN ONE

Germans, being the attackers in the particular scenario, automatically started with the initiative.

(Remember: click on the pictures for a bigger version)


In the darkest hour before dawn, the Romans are up in their camp – alerted to the presence of ambushers by the vicious barking and howling of the Centurion’s loyal canine companion; Rex.


The Druidess accompanied by her bodyguard approach the camp from one direction.


The Tribal Chieftan led another bunch towards the camp from the opposite direction.


The Tribal Chieftan was spotted in the darkness by one of the archers who loosed off an arrow at him, missing. Another archer joined him but couldn’t make out any targets. The Legionaries also rushed to that side of the camp, leaving the other side guarded by the solitary Auxiliary soldier, and single archer and Rex, the Centurion’s warhound.




The Druidess and her companions advance through the woods – at the end of her movement the Druidess performed the Nature’s Wrath miracle – all enemies within 3” of any woods or swamp or similar feature had to make a Physique Test at -1 or take a wound – this was particularly nasty because nearly all of the table is forest! The Romans lost two of their archers and three of the Legionnaires took wounds!


Large boughs lashed out at the legionaries, bashing them harshly – and the two archers who were standing a little two close to the woods were dragged into the dark wood by animated vines as they disappeared into the shadows of the forest their cries were snuffed out…

This was a pretty devastating blow for the Soldiers of the Eagle – and on the first turn – What if she did that EVERY turn!? To perform a miracle they simply have to pass a Presence Test (d10+Presence=10+ for success – with a presence of 4 that means it works 50% of the time… brutal…).

Perhaps this was overlooked in the writing of the rules, but while I could find a place where is specifically states that a model wounded by missile fire must pass a Presence Test or be Broken and in another place it states a model wounded in melee must also pass a Presence Test or be Broken. Doesn’t say anything about wounds received due to miracles or even simply witnessing “miracles” which I think would actually be pretty dammned horrific… Ah, well…

TURN TWO

No sunrise, darkness rules still in effect. Germans continued to have the initiative.


The Germans continued to advance. As the Centurion finally spotted the Germanic Tribal Chieftain lurking in the shadows, he decided to take the “Bring Him Down” Heroic Action – thus for the remainder of the turn anyone in his warband that was able to spot the Tribal leader in the darkness and made a missile attack on him did so at +1. So all the Legionaries rushed forward and threw their Pilums at the Tribal Chieftain. The Germanic warriors also rushed forward and hurled their javelins at Legionnaires that hadn’t yet thrown their Pilums – on got lucky at took down a Legionnaire that had previously been wounded by the Nature’s Wrath miracle.


Three of the Legionnaires hit the Chieftain, but he deflected all three in turn with his shield (they failed to wound). At the end of their move three had formed up into a shieldwall.


Germans still advancing towards the other end of the camp. The Druidess failed to perform any miracles this round and narrowly escaped the Wrath of the Gods!


TURN THREE

No sunrise, darkness rules still in effect. Germans continue to maintain the initiative.


Worried the Druidess might pull off another Nature’s Wrath miracle, the Centurion ordered his men back into the relative safety of the camp. Two made it back, but the third was charged by two Germanic Warriors – locking him in combat and preventing his retreat.


At the other end of the camp a Germanic Warrior charged out of the woods and hurled his javelin at the Auxiliary soldier – missing wildly.


The Archer put an arrow through him – knocking him out of the action.


A second warrior broke from the trees and this one hurled his javelin at the Archer – taking him down!


The Berserker joined the other two.


In the melee phase the two Germanic Warriors hammered on the lone Legionary. Despite their numerical advantage and the charge bonuses – they just couldn’t take down the Legionary – Heavy Armour with a Tower Shield is one tough nut to crack… best to stick to the miracles, because a regular warrior is just not going to take one out unless he gets very lucky!

TURN FOUR

Sun came up, darkness rules no longer in effect – and the Romans seize the Initiative!


The Centurion Charged into combat against one of the Germanic Warriors and shouted at his men “TO ME, MEN!” (another “heroic action” that allows D5 of his soldiers within 6” to immediately activate and move towards him – they used this to great effect, forming a shield wall on his flanks.

The rules about these shield walls and charging them aren’t totally clear. Three or more soldier with shields and the Shield wall special ability may form a shield wall simply by moving into line and facing in the same direction – then, in addition to the benefit of the shields themselves, they also count as defending an obstacle. Now if they are charged from the side or rear, soldiers can be peeled off that shield wall and if enough of them do so it is no longer in effect.  It SEEMS, though it doesn’t specifically state it, that when charging an enemy a model is to move directly towards it – otherwise why wouldn’t everyone charge immediately to the flank of it and break up the shield wall. So we said if models wanted to charge the side, they’d first have to move far enough over to the side – so that the closest direct path would be to their flank.


Despite that option, the Germanic warriors just charged straight in against the wall!


Rex the warhound charged into the wood in search of the sorceress – he can sniff out evil magic!


The Druidess fled from the vicious brute and attempted a Call of the Wild miracle – hoping to summon a pair of wolves or possibly a bear… unfortunately all she managed to summon was a raven (or, in our case, a giant bat… because that’s what we had) who only gives her the “Spy” special ability…


The Shieldwall looked particularly nasty… until the Melee Phase. Of those that charged, the Berserker had the highest agility and went first attacking a legionary to his front in the middle of the shield wall… and took him down! Now it doesn’t really specifically say when the ability is lost, but it seemed the wall was broken up and so it should no longer apply…?

The Centurion went next and managed to cleave one of the Germanic Warriors. The remaining Germanic Warrior then went and managed to would the remaining Legionary – being the only one NOT wounded by the Nature’s Wrath miracle in the first turn he still had two hit points and so being wounded and losing one of them in melee meant he actually got to take a Presence Test… and he failed it and ran away…

The Auxiliary at the end of the line didn’t get to hit anyone. One of the advantages of the shieldwall is that anyone in the shieldwall may participate in a melee and may direct their attacks at anyone in contact with the wall (which seems a little odd as a soldier at one end, it seems, could direct his attacks at an opponent in contact with soldiers at the far end of the line…? Anyway, as there no longer was a shield wall and the Auxiliary was never actually in contact with the opposing Germanic Warriors… he didn’t get to get in on the action.

Over at the other end of the camp the Tribal Chieftain and a third Germanic Warrior had joined in the melee against he solitary Legionnaire defending that end of the camp.


He  tried to sell himself dearly – and managed to take down one of the barbarians – the numbers finally took their toll and the Legionary was brought down.


TURN FIVE

The Romans won the initiative. So the Druidess used the Spy special ability that her raven/bat gave her and tired to reverse that. It didn’t work.


The Centurion charged into combat against the Berserker – thinking he’d have a better chance against it than the Auxiliary that was with him… and by charging the Berserker it prevented the Berserker from getting the bonus attack he gets every round in which he charges.

The Tribal Chieftain then went and challenged the Centurion to a “Clash of Champions”. The Centurion decided to ignore the hairy barbarian fellow that was shouting at him in Ancient German (but would suffer a -1 to his presence for the remainder of the turn for doing so…)

Other charges were made and there was a mess of melee combats. Everybody battered on each other with zero effect. What ended the game was the Druidess. She finally performed another Nature’s Wrath miracle – both the Centurion and Legionary – who were within 3” of  woods managed to pass their Physique Tests! Unfortunately, Rex the Warhound failed… and that brought the Soldiers of the Eagle to 25% of their original strength… which triggered some “All is Lost” rolls in the Recovery Phase.  Both the Legionary and Auxiliary failed their Presence Tests and decided that all was indeed lost and fled the battlefield (“removed as a casualty” says the rules) leaving only the Centurion. We called it at that point – saying he fled the field as well. Heroes are pretty hard to beat – they have multiple hit points (four, in the case of the Centurion) and the Centurion had Heavy Armour and a Tower Shield which is really, really hard to beat when trying to wound. He probably could have lasted the remaining three turns, but the writing was on the wall and he would not have taken down the entire remaining barbarian force single-handedly (he may very well have failed his All is Lost roll the next turn…)

There is a bit of a campaign system – which is always fun – but we only went as far as rolling to se what became of those injured in the game….

The two auxiliary archers that were dragged off into the woods by the animated vines in the first nature’s Wrath miracles on the first turn actually survived. They were bound to trees, but manage to get their daggers free and cut their way out… but not before the rest of their unit was massacred… The other archer that was punctured by the javelin died of his wounds.  He probably died right there in the middle of the action. Only one of the Legionaries actually died… I don’t remember which one it was. The Auxiliary soldier also died – he was one who fled in the last turn. Probably turned to flee and was run through from the back. Oh, and the Centurion died… as we said he gave up, we considered his “removed as a casualty” just as anyone else failing a All is Lost Check. He was probably captured by the Germans and was taken back to their village and sacrificed as part of some dark ritual before his remaining legionaries could regroup and organize a rescue…

The Dog was also never seen again. Maybe it died - that's what we rolled - but The Girl wasn't happy about killing a poor dog, so we decided that maybe the Druidess has a new animal companion…

Of the Germans only one of the Warriors died.

All things considered it was a pretty fun game and we didn’t get bogged down having to look up rules or anything. It would probably go even a bit quicker after a few more plays.

I can’t seem to wrap my head around the campaign system. It seems experience point are gathered individually based on who took out what stuff and whether your side won. The Soldiers of the Eagle, having only taken out 4 henchmen and lost the game would have gained ZERO experience points. The Barbarians, on the other hand, would have gained 8… or maybe 11…? Now these experience points can be saved and when individuals gain enough (3 for henchmen and 5 for Heroes) they can “spend” them to roll on a table for a chance at some sort of benefit. The points can alternatively be pooled and converted into points to recruit new members for the warband… I just can’t grok the economy of it all. It seems like it would be really, REALLY hard to just keep the numbers you have let alone expand your warband and have the experienced gain new abilities…? I guess I’d have to play it and see how it worked out.

There are Auxilia – mercenary heroes you can hire for your warband – which I didn’t bother with for this game. They have a point cost to hire them at creation or to add to your warband later, but they also have retainer you have to “pay” in points EVERY GAME to keep them!? I’m not sure how you’d be able to keep then around without wiping out your opponents every game and not ever giving your guys any advances…!?

Again I guess I’d have to play more to see if it works out.

Will I play more…?

I don’t know.

Maybe.

If I didn’t have loads of other games I like better I’d totally play this more. It’s a slick little game that plays fairly quick and has some fun elements and a campaign system and with a few rules clarifications and/or house rules to clarify things it would make a fine little game….

But I DO have loads of other games that I happen to like better (I still love Song of Shadows and Dust – and could mash it up with some elements from Fear and Faith and/or Advanced Song of Blades and Heroes to make a pretty cool skirmish game for a similar setting, but I get a lot of others don’t dig on the level of abstraction in the Ganesha Games Song of… Series, so…)

What I REALLY need to do is NOT explore any of these options and get back on track with the Great War projects and finish up the Regina Trench terrain! I will revisit the dark shadows of the Roman Empire after next April… (or maybe over the Holidaze, if I need a break in December…)


Coming soon on Tim’s Miniature Wargaming Blog:

Could be a post about our annual 30 Games in 30 Days September Challenge (Broken Legions was Game #2 for the 2nd of September…) or possibly pics of the next Battalion of Canadians I’m just finishing up – YES they are a battalion that I need for the Regina Trench game!! I AM doing some work on that!! 

Friday, July 3, 2015

Gaming Our Way Through History… (Part 1)


I may have mentioned once or twice that I homeschool my kids and that games are a big part of our “curriculum”. Games are great. There’s so much going on there that can be used across the various “subject areas”. The ability to simply read, comprehend, follow and explain to others very complex instructions (like the rules for games with wildly differing mechanics) are vital “language arts” skills necessary for functioning in society today. A lot of games require logical thinking, planning, resource management, and quick mental calculations – of both simple math (adding, subtracting, multiplying and dividing multiple sets of numbers) and considering the statistical probability of success and balancing risk and associated rewards and recognizing there are multiple pathways to achieve a desired outcome. And, as we shall see, a lot of the games we played this year (all the games I’m talking about in this post) were related thematically to our study of the ancient world – providing the kids with a hands-on, interactive way of understanding the dynamics of relationships and interactions between different peoples and cultures we read about and the relationships of power and authority within those various societies, as well as understanding the decision-making processes concerning the distribution of resources. Well… sometimes…

This past year we began reading A Story of the World Volume One: The Ancient World.  I think it’s a pretty good series so far – for what it’s set out to do (provide a very basic general survey of world history for children). It may be a tad western-judeo-christian-euro-centric, but the beauty of homeschooling is I can bring my children’s’ attention to the fact that it may be written from a certain point of view and that others may have a different point of view and that I can supplement it with additional stuff about topics/areas/cultures that I don’t think got enough attention… I’m trying to use it for what it is - a very basic general survey of world history for children – that, when we are finished, the kids will have a pretty decent general understanding of world history that we will use as a springboard for further study of periods and cultures that we are interested in studying more in-depth.

So below are listed the games we played along with reading various sections of A Story of the World Volume One: The Ancient World. (We did play a LOT or OTHER games as well… but these are the one specifically related to the sections of history presented in A Story of the World Volume One: The Ancient World).

Ideally what I was looking for (and didn’t always have or was able to find) were games with maps of the regions and some method of showing the movement of peoples and/or the aforementioned dynamics of relationships and interactions between different peoples and cultures, the relationships of power and authority within those various societies, as well as understanding the decision-making processes concerning the distribution of resources, etc…. a tall order. Some were better at this than others. I wasn’t really looking for “war games” – though there were some - which showed the conflict involved when cultures clashed and Empires expanded. In some cases I already had some of the games (I bought a HUGE pile of games about five or six years back from a distributor that was going out of business and dumping stock on ebay) others I sought out and bought specifically for our “studies”. At times I knew of better games out there, but I don’t have limitless resources to buy games to cover EVERY chapter of the book – I did the best with what I had.

I also tried to look for games with les luck/dice-rolling and more planning and decision-making.

(Remember: click on the pictures for a bigger version)

Ur


The first chapters – after discussing what IS history and how to we know what we know and a bit about prehistoric hunter gatherers – focused on the development of the earliest civilizations in Mesopotamia – Ur was one of the city states that developed there and was the first game we played as part of our “gaming through history” program.

This game was fairly abstract. Each player is supposed to be the leader of one of the city-states of Mesopotamia developing their own civilization. The gaming area itself is a modular “game board” made up of tiles There are five different types of tiles representing different aspects of civilizations; agriculture, trade, law or politics, culture and military. Ultimately players want to control as many tiles as possible of as many different types to have the “most rounded” civilization. There is some ability to change the layout of the tiles. It is also possible to built a ziggurat… but I forget how that worked. At the end of the game victory points are counted and players are awarded more points for more complete sets of tiles.

I guess it reinforced some of the ideas of civilization building and that to succeed one has to have a balanced civilization…? 


Ra

Then we moved to Egypt…



(Despite the fact that we've played this game more often than any of the other games - so far -  I somehow never got a picture of us PLAYING it?!)

Another fairly abstract game bidding and set collection. Tiles representing different aspects of ancient Egyptian society – pharaohs, the Nile, floods, civilization (agriculture, art, astronomy, religion, writing), monuments, gods are drawn out of a bag and set out on a track – throughout the rounds there are a number of opportunities to bid on the sets of tiles laid out. There are three rounds representing Old Kingdom, Middle Kingdom, and New Kingdom periods. At the end of each period/round points are awarded for collecting various sets of tiles. I felt the theme was a little bit stronger in this one than Ur, but it was still fairly abstract.



Not all of them have two letter names - this one has THREE!



While covering straight history the Story of the World also covers various civilizations… well… stories – they’re myths and legends and such. While many other stories of the bible are included – Noah’s Ark wasn’t – there was a very similar much older story in the epic of Gilgamesh, which involves a great flood and someone collecting up pairs of animals to preserve in an ark… So we busted out Ark – a fun little game of trying to load animals onto the ark. It’s been a while so I can’t remember how the game is scored, but I do know you have to keep the ark balanced (lest it capsize in the water) and you can’t have carnivores omnivores loaded up in stalls with herbivores, and can’t have herbivores in stalls with feed and can’t have cold climate animals in with warm climate animals…





Okay this one was not so historical… and not tied specifically to any of the stuff  we were reading about. I had it… there were Greeks… and Egyptians… (and… er… NORSE!?) and the kids had fun playing it….





This was only a two-player game and I only got around to playing it once with The Boy one night. Again, very abstract, “bolt-on theme” with cards/tiles could easily have just been different colours – but they were supposed to represent different peoples on the ancient world (Medes, Sumerians, Hitites, Persians, and Assyrians – all peoples we did read about) building monuments…





We did read about Nebuchadnezzar and the gardens he built for his Persian wife Queen Amytis – which would become one of the seven wonders of the ancient world. In this game you are using cards with different garden elements on them to “plan out the gardens” when a certain number of grouped together you get to select from a number of tiles that are available – variable points are awarded at the end of the game for those who were able to collect certain sets of tiles. It’s fairly abstract and there’s more pattern recognition and planning than history… but it sort of tied into what we were reading. Sort of…





In this game players represent a civilization trying to build one of the Seven Wonders of the Ancient world.



You collect cards from hands that are passed around putting into play cards that represent buildings or resources that your civilization builds or develops some just give you victory points some just make it easier to complete the next stage of your wonder.


We played this a lot - with different groups of people - it's pretty easy to teach the basics of and because of the simultaneous action adding more players doesn't make the game any longer - as it does with most games.




Each player represents a Greek city-state. This is a worker placement/resource management game – the “workers” are priests that you send to different temples to pray to different gods of the Greek pantheon which offer different rewards to further the advance of your city.



Victory points are awarded for building certain buildings and for being the first to reach the maximum value in the six aspects of each city’s civilization are tracked: population, culture, military and productivity of the three resources (grain, venison and fish).





Love this one.  Now this was more what I was looking for in a “good game” for learning. WE played it a few times... 


This is a commodity trading/resource management/building game set in the Ancient Aegean (c600BC). The game board is a map of the Aegean sea (with all it’s islands),  some nearby lands (the Greek mainland and the coast of Ionia – where lots of Greeks settled), and some foreign lands (Egypt, Carthage, Italy). Players control one of those islands in the Aegean and try to develop the civilization on the island – first by developing resource production, and then trading for other resources required to build other infrastructure (to increase or diversify resource production or allow other special activities/abilities). Players can trade with other islands (the other players) or with neighboring lands or further “foreign” lands. Journeys to neighboring or foreign lands are more risky - storms or pirates can mean losing entire fleets – or one can arrive only to find there is a surplus of what you want to trade at that port… but there can also be big pay-offs… Players who are co-operative and trade more with the other players can do quite well.



It’s way more fun with more players as there is a lot more deal making and trading amongst the islands.





This was another really great one. I had really wanted to include some sort of game about the campaigns of Alexander the Great - unfortunately most of them are two player war games where one player plays the roles of the Army of Alexander and the other plays the role of the Persian Empire and other opponents… play doesn’t necessarily follow the route of Alexander’s campaigns…

Then I stumbled across this game – which was perfect (for what I was looking for). The campaigns of Alexander are pretty much a forgone conclusion in this game – the army marches on, conquering lands following, more or less, the route that Alexander took.

Players represent various generals/advisors in Alexander’s army. The game is mostly a  game of resource management. The campaign is broken down into six stages. Each stage take two or three turns to complete and at the end of each turn and stage victory points are scored for areas controlled (most army markers in each province within the area of the current stage of the campaign) and for cities founded and temples built. There is a final scoring for whoever has the most temple/cities in total and the most in each stage area.

I like it because it’s sort of a war game, but not really a war game. The game board is a great map of the region and the play follows the route of Alexander’s campaigns, but the focus is not-so-much on the battles (which most war games are) but on the resources that have to be managed to keep the armies marching and the spread of Greek culture through the region (through the building of temples and founding of cities) that followed in the wake of the campaign.





The wars of the Diadochi (Alexander’s Successors) was a bit of a footnote in the chapter on Alexander the Great – but, I felt, an important part of understanding that whole period of history. Alexander spent all this time and effort building this HUGE empire… which was then shattered immediately after his death – shortly after returning from his last campaign – when the empire was split between his generals, who immediately started fighting against each other…


 This is a more traditional area control war game that was simple enough for my kids to play, allowed a number of players. Play is similar to the old Milton Bradley big box game Shogun/Samurai Swords - the provinces are even supposed to be dealt out at random.



I changed this a bit to give each of the generals a core of four or five provinces in the area they historically controlled (Ptolemy in Egypt, Seleucus in Persia, etc).





Players play different tribes trying to settle the seven hills that will eventually become the city of Rome. The board is modular, roughly hexagonal tiles representing the seven hills of Rome.



The players take turns placing different inhabitants (Soldiers, Merchants, and Farmers) which will interact with the others placed next to them – depending on the number and type of inhabitants - then the hills are scored and victory points awarded. Seemed simple enough. We played a couple quick games one afternoon, but haven’t returned to it.





Another great game for learning history – though it covers a great deal of history of one particular area - in this case 330-80BCE.



The game board is a map of Italy and surrounding areas and plays over a long period of time with successive groups moving into the area, dominating the previous groups (or at least trying to) and then being dominating by other groups moving into the area



It’s sort of like an historical version of Small World (if you’re familiar with that game). The game is based on another game called Britannia. I have a copuple other games based on the Britannia system which I will be using later on - Maharaja for India, and China: The Middle Kingdom. I also would have LOVED to have been able to track down a copy of Britannia itself or Chariot Lords, but they’re all out of print and not-so-easy to find…



Italia is a fairly complicated game and it took us two days to play it. The game also includes a second set of tiles to play a completely separate game covering the period of history from the fall of the Western Roman Empire in 390CE through the tumultuous period of  medieval Italian history until 1100CE – so we’ll be playing that again pretty soon!

There were slightly different mechanics to represent different kinds of incursions - some turns are played over decades or even hundreds of years - representing groups of people slowly migrating in, while others are played as specific military campaigns over just a few years:



hannibal marching across the alps with his elephants... Except unlike what actually happened, Flaminius there stopped Hannibal and his elephants dead (I just had the WORST luck with the dice...)



...and here is Scipio (soon to be called Scipio Africanus) after he lays waste to Carthage! 





I don’t actually have this game, a friend brought it over one weekend and The Boy and I got to play it. I really liked it – it’s card game of city building and resource management after the fire of 64CE – there are lots of different ways to use each cards and multiple paths to victory. The Boy was a little overwhelmed…?





Ostia was the port of Rome. This is another trading game. Rather than shipping anything you are simply buying the stuff coming off ships from… wherever… and storing it or selling it at the markets in Rome to make money or donating it to the senate to gain favour (and victory points!). You do need to sell a certain amount to stay solvent – but the more you sell of any one commodity on the market the lower the price per unit gets – so you have to keep track of what other players have bought that round and guess at which they will be donating and which they will be selling. An interesting game, but the theme was a little “bolt-on” – in that it could be easily be any port anywhere in time (or even a space port in the far future). But the box said “Ostia” and the commodities were right for the period so it worked.



A latin phrase meaning “where are you going?”



You are trying to get your candidates into the senate – that’s where! Moving up through comities – needing a majority of votes from the committee. Other players will ultimately have playing pieces in said committees so you need to negotiate to get the aid of other players and help other players – but not help them TOO much – because ultimately you want YOUR candidates to get to that senate chamber…





It’s hard to find games with eastern themes set in ancient times that had the elements that I was looking for - which I really wanted to do because they are kind of glossed over in the book. I didn't really find anything for India - either the Harapan/Indus civilization or the Mauryan Empire that we read about - but I was super excited to find ZhanGou as it fit the bill perfectly – Board game is a map of China – it takes place just after Shi Huang Di unified china and became the first Qin Emperor.



The players are Emissaries of the Qin trying to culturally unify China through the various building projects and establishing governors and quelling unrest. You had a hand of cards each round that could be used in different ways to recruit officials or workers or build stuff or establish There was a LOT going on in this game and different ways. I liked it.





In this games players are legati Augusti – Representatives of Augustus – trying to maintain the empire and vying for the title of consul. To do this the players must gain the support of influential senators to take control of the various provinces of the empire.



The provinces and senators take the form of “objective” cards that require a certain number of parkers on each to win over. Markers are drawn randomly from a bag. Once a player has completed (gained the support of or taken control of) seven of these objectives the game ends and victory points are calculated for various combinations of stuff… it’s quick.





I don’t think we actually read about Pompeii in the story of the world – but did read about it in some of the supplemental readings and some other books we read on our own about Rome. There are two phases to the game – phase one players are trying to populate Pompeii with as many of their friends and family as possible…



Then, once the volcano starts to erupt on 24 August 79CE, phase two begins where you try to evacuate as many of your friend and family as possible before they are buried under tones of pumice and ash…





This is a set of rules for playing miniature skirmish wargames set in urban areas of the ancient Mediterranean in the first century BCE (+/- a century or two). We played a few games of this with various different factions we put together.

You can find more detailed reports of some of the games we played below:

 ...and an article I posted about putting together a faction for the game here:




Still to Play...



A larger war game similar to Alexander’s Generals that I’ve been trying to organize a game of for months, but just haven’t been able to get the game on the table with people around it ready to play. It’s a longer game and would take up most of a day. I’ve been trying to get a bunch of players together (up to six can play) – but I should probably just sit down one day and play it with the kids…


During out study of the ancient world we had a few “missed opportunities”…

I have a BUNCH of De Bellis Antiquitatis armies for the ancient world; Egyptians and Nubians, Multiple Greek Hoplite armies, Skythians, Thracians, Macedonians, multiple Alexandrian Successor armies, multiple Early Imperial Roman armies, Ancient Germans, Picts… Unfortunately none of them are completed. I had hoped studying history might have motivated me to get a pile of them finished so we could play out some historical battles with them… alas… I didn’t really get to finish up any of them.

We also could have played more skirmish level games. I’m not sure how much useful history there is to be learned there – but playing some historical miniature games has got to be somewhat more educational that playing straight fantasy games… We totally could have played A Song of Blades and Heroes with various historical figures I have – or Song of Arthur and Merlin

Getting a little less historical – I totally could have run  Of Gods and Mortals with a mix of historical and Mythological Greeks…

Nothing can immerse players in a setting like a good role-playing game – I’ve been itching to run a Cthulhu Invictus campaign… but just didn’t find the time to prepare and run it…

While we were originally doing about a chapter a week - giving us time to do other activities and additional readings and activities for each chapter – I realized this will take us about four years to get through the four volumes… So we’ve decided to speed things up and are doing 4-5 chapters per week… so hopefully we’ll be done this survey of world history by the end of December this year. We are already well into Volume 2 – and have been playing lots of game to go along with it!  WE should have the second volume finished up by mid August – so I’ll post again then about all the games we’ve played along the way.