Experiment 1
I had already created simple army lists for a selection of ancient or medieval armies. My initial experiment featured Greeks (blue) vs. Persians (red/brown).
The Greek army consisted of 4 units of hoplites while the Persians had 2 units of Cavalry (brown), a unit of archers (red with blue standard) and auxiliaries (red with white).
The micro-battlefield showing the initial Persian advance |
Analysis
I used an opposed die roll, a la DBA. However, losers did not automatically retreat. Instead, they took a hit. A unit could roll a save to slough off the hit. Doubling the opponent forced a retreat and provided the possibility of 2 hits, which would destroy a unit.
The rules worked OK. There was none of the back-and-forth pushing that I find rather annoying in DBA. Instead, units got locked into ongoing melee until one side broke. That's what I wanted to achieve.
However, I found the mechanism to be annoying (reminding me why I no longer care for DBA). It's not opposed die rolls so much as it is having to determine if a unit scored double its opponent. There were numerous times where it was obvious who won a round but not so obvious if the roll doubled the opponent. I would then have to tote up the modifiers for both sides and then divide. I have engineering and business degrees so I am capable of doing the math. It's just that doing the division slows down the game. I prefer to be able to tell at a glance what happened without stopping for calculations. So this system seems to have a tragic flaw.
Experiment 2
This time I pitted Alexander's Macedonians (red) vs. Darius's Persians (blue).
I based this battle on Neil Thomas's replay of Issus in Ancient & Medieval Wargaming.
Soon, a lone Persian unit was fending off the entire Macedonian army. It did not last long.
Analysis
For this experiment I changed the combat rules. They are now more akin to Bob Cordery's Portable Wargame in that a unit in combat rolls 1D6 needed a 5 or more (modified by unit type) to hit. I used a different procedure for resolving hits, however. When a unit is hit, it rolls to save with the target roll depending on unit type (e.g. heavy infantry saves easier than light). A roll of 1 on a save also necessitates a retreat.
While 2 hits would destroy a unit, I also included an option to rally, thus removing a hit. This proved crucial in the scenario I played as the Companions took a hit in their initial combat but were able to slough it off.
Overall, the rules worked much smoother than my first experiment. I had much less math to contend with and I could generally tell upon rolling if a hit was scored. Units tended to get locked into battle until it was resolved one way or the other, which I liked. I did not roll up any retreats; I may need to rethink how those work (this calls for more experiments!). Overall, the feel seemed right.
The game was short, only 17 minutes. This is not a bad thing as I can play more battles in a single sitting.
Finally, I created a compact game set, using an old miniatures box I had lying around. The box measures about 5.5" x 8.5" and easily fits all needed components.
5x7 is a small grid! The most I have ever tried is 8x6 with about 8 units a side. I used a simple version of Armati combat (opposed rolls but no modifiers to speak of and the winner inflicts a hit. And no retreats.). I do like the small boards and am currently tinkering with small gridded boards in my spare time (of which I have none). I continue to read your posts on the small grid games with interest.
ReplyDeleteIt sure is! :)
ReplyDeleteMy next experiment will be with a 8 x 6 grid. I folded it over so that it will fit into the box.
Armati sounds interesting. I'll need to look into it.