With this test battle, I experimented with a series of possible tweaks to MicroBattle.
Set-Up
I created random scenario, terrain, and force composition generators using a D6 roll for each.
The resulted in a force of infantry with cavalry support trying to escape from pursuing infantry.
Note - this scenario is inspired by Scenario # 13 from One Hour Wargames.
Terrain set-up is shown below. Note that I am using my mini, 5 x 7 square board.
Some Game Notes
These are some of the changes I made to MicroBattle for this experiment.
- While the board is gridded into 1 inch squares, all measurements are made in half squares. This effectively increases the size of the units and the board.
- Previous versions of MicroBattle allowed a unit to pivot freely within its square. With my movements modifications, a unit now effectively spans two spaces. Thus, I had to come up with some rules for turning. Essentially, I allowed a unit to use an activation to pivot 90 degrees.
- For activation, I rolled a D6 per unit, with the following results:
- 1 = no actions
- 2-3 = 1 action
- 4-5 = 2 actions
- 6 = 3 actions
- I did not use the S&S mechanic of giving the enemy actions for failed activations. Instead, I just rolled them as above.
- Both units rolled in melee, with any advantages or disadvantages applied as modifiers. High roll won the melee. The loser then rolled defense as per the current MicroBattle rules.
- A unit with damage (which I am calling Disorder), makes all Resolution Tests at a disadvantage.
- Light infantry damaged by heavy infantry in melee may attempt to retreat instead of suffering Disorder.
- A unit can use an activation to try to recovery from Disorder. It requires a successful Res Test.
The Backstory
A force of Gothic warriors (blue army) has raided a Roman settlement and is trying to escape with its booty. A lone unit of Roman archers blocks the path while more Roman infantry are in pursuit.
The Goths need to get half their army to safety (off the far side of the board).
A couple of turns in. Most of the raiders have moved well onto the board. One heavy infantry unit dawdles and gets overtaken by the Romans. The Goth cavalry (right) make a break for it.
Note - The topmost warband rolled poor activations, allowing the Romans to catch up.
Roman heavy and light infantry swarm the dawdling warriors (top). The Roman archers are getting pushed off the hill.
Note - initially, I was using the standard MicroBattle melee rules, but I kept having stalemated fights. Inspired by Sellswords and Spellslingers, I tried the system outlined above. This created more interesting melees and sped up the game.
The Goths overrun the archers, drive back their pursuers, and then head for safety.
Note - It was during this fight that I instituted the rule allowing lights to try to retreat rather than suffer Disorder. It just seemed weird to me that lights would just stand and let themselves get pummeled. This has bothered me for some time but I never knew how to handle it. I came up with the rule on the spot and applied it. In this case, the lights got caught, but I can foresee times when the lights get away. Seems more plausible to me.
But the Roman light infantry catch up to the Goth warband, attack, and miraculously destroy it!
Note - This melee highlighted the benefit of the new rules. The Goth warband had a disadvantage in melee because it was disordered. It could have improved its odds by stopping to rally. I choose for the disordered warband to run for it instead, leaving it vulnerable. Still, the lights got lucky to win the melee.
I like how the new rules created a decision point. Do I use an action on movement or rallying? By moving, I left the unit disordered. However, if I stopped, the pursuing heavy infantry may have caught up. Decisions, decisions!
But the Goth lights barely manage to escape.
Technically, a narrow victory for the Goths, but the Romans are pleased to have destroyed both warbands of heavy infantry.
Thoughts on the Game
I was making adjustments on the fly, but I ended up with the rules changes described above. Overall, I think they worked well, and I will continue dabbling with them.
Hello Kevin
ReplyDeleteA nice evolution of the Micro Battles rules. Glad they worked well. I can see how some of the revised rules could apply to skirmish as well, always a bonus,