Sunday, July 21, 2024

Pyrrhic Campaign - Turn Two

For the previous turn and background see here:

Since our first game I had done some work on translating talents to armies, the Reinforcement Table and the General Traits Table (I will put them in at the end of the post).  But on with the campaign!

First the Romans told their Carthaginian friends to seize Syracuse.  They promptly tried and tried and tried and failed and failed and failed.

Meanwhile Pyrrhus was subduing a lot of the Italians south of Capua.  The Roman Second Consul, Deuxus, who should have been doing the same, took it into his head to put an end to this by marching and marching (on an empty stomach I may add) to confront the invaders at Maleventum, in a pincher move via Corfinium and Bovianum.  That part of the plan worked out well.  He failed to appreciate that the Greek army might be a tad bigger (as he had the slightly smaller Roman army, but only by one skirmisher unit), but he was confident friends would join him.  They didn't.  He was also confident that Pyrrhus, the harsh administrator, would have no friends at all. Quiet the reverse, they flocked to join him (giving the Greeks an extra four units).

Well, this would test the rules in seeing how disparate sized forces faired.  As the Romans were the attackers, they were made the invaders although in thinking about it now, probably should have still rolled for scouting.  It also strikes me that some more innovative Ace in the Hole cards could be created for a campaign game, but I digress.

The forces don't look that different in size, but the Romans are stretched thin.

The Romans advance, but the Greeks stay put, except for their right flank where Pyrrhus leads.

The Romans send one unit of Triarii to help on their left flank.
They have set themselves up for a masterful counter stroke,
if they can get the initiative.

Oh dear, the Greeks move first.
As an aside, the Romans never got the initiative in any of the game's turns.

But all is not lost.
Pyrrhus has taken some casualties.
The elephants are held thanks to the Triarii's long spears.
And on the Roman right a unit of skirmishers holds off some of those Italian friends of the Greeks.

Finally, the Roman legions have closed with the Greeks.

It was looking promising, but those impetuous Guals went straight through Deuxus' legion,
including the consul!

The Triarrii are still fighting, but the Romans are done for.

But it gets worse, a lot worse.  The campaign rules allow for routed units to return.  For the victor this is a roll of 4 to 10, for the defeated a roll of 6 to 10.  The Romans had lost six units.  They recovered only one.  The Greeks, who had some losses, recovered all their units.

The Romans retreat to Capua joining the other army.  The campaign rules don't cover rules for retreating or for recombining armies.  Consequently, the Romans do nothing but sulk for the rest of the campaign season.
The final situation.  The Greeks now have eight cities, double what they started with.


All armies get the general's unit and one S unit free.
Each unit then costs one Talent
These are selected from the standard list.
Then units can be swapped for options

In selecting units, every unit has to be selected at least once, before duplicates can be made.

After allocating options, an army cannot have less than seven units, which would represent a 5 Talent expenditure.

Armies with 12 or more units have a movement penalty

Additional uses for Talents available to the Romans or Greeks:
One Talent can be spent on bribes to provide a plus one on a Diplomacy roll
One Talent can be spent on siege equipment to provide a plus one on a siege roll
One Talent can be spent to strengthen a city (a minus one on any enemy siege roll)

Such additions must be allocated to a General or to a nominated city (which can be kept secret, but must be friendly/allied)

Reinforcement Table

General Trait Table

Friday, July 19, 2024

Dacians versus Early Imperial Romans

An historical game pitting my Dacians against John's Romans.

Deployment featured an impassable lake, a wood and a patch of difficult ground.

Dacians advance and Romans screen their front with skirmishers.

Of course, Dacian skirmishers are busy screening and possibly screaming too.

First contact.

Calm before the storm.

The surge!
The Roman line holds.

But the fighting prowess of the Dacians (and lucky dice)
start to break the Roman line.

And it crumbles.
Victory to the Dacians.

Thursday, July 18, 2024

Brunswick Light Cavalry

Some rescued figures now painted which fill a hole in my 15mm collection.

And just for comparison, here is the same formation in 6mm

Wednesday, July 17, 2024

Imperial Struggle IV - Part One

Now that we have got the hang of this game and some of the strategies, it is taking a bit longer to play.  

France has a lead in Europe 13 to 6 and in the Carribean 12 to 10.
England leads in India 11 to 6 and North America 7 to 6.

There are three turns left.

A comment from Richard:

Certainly, a lot more of a tussle this time, but I think with your big lead in Europe and being ahead in the Caribbean with control of the Pirate spaces allowing you to place conflict markers should mean that you can try and concentrate on getting India back up and running. I'm amazed you managed to salvage your position there, although it was a costly 6 VPs and a 4 Fort.

Monday, July 15, 2024

Imperial Struggle III

In our third game Richard's Great Britan was again foiled by France.

We had corrected our previous faux pas, but the challenge with this game is managing the economic, military and diplomatic resources, keeping track of global demand for goods, trying to dominate regions and win the many wars.  All these things produce varying benefits and VPs.

England had a strong lead in India, but France was marginally ahead in the other three regions.

The other fun part of this game is managing debt.  Going over your debt limit gives the other side VPs.  VPs only accumulate in ones or twos, but as only 15 are need from the starting position, everyone counts.

Saturday, July 13, 2024

Barbarossa Revisited - GT 5

This turn marks the end of June 1941.  It also brings to an end most of the special invasion rules.

The Battle of Riga has commenced, and the Courland peninsula has been cut off.
The railway will soon reach Riga.

AGN has captured Kaunas, but there is no railway line yet to allow them to proceed to their next objective.

Which is Pskov where the Soviets are building a defensive position

AGC has surrounded Vilnius and have a railway line almost there.

The main body of AGC heading for Minsk.
The rail line is well advanced but will slow considerably when it reaches Belorussia.

Minsk, where the Soviets are waiting.

Wednesday, July 10, 2024

Nimitiz - Second Game

I was in command of two IJN cruisers.  One was sunk, but the other got a devastating torpedo hit on a USN cruiser.

IJN squadron spots the USN

IJN cruisers turn towards the enemy

Nimitiz's mechanics are different, but simple and once you get the hang of them the game plays quickly.

There is lots of potential.