by John Boehm
These are a new set of innovative ancient rules. The author's, (Robert Avery) goal was to incorporate the following principals in his game: (1) the figures are based as chunky elements which correctly represent both ground scale and historical units and which are easy to move around the table and look good; (2) an average game would consist of about 120 figures per side and two and a half to three hours of play; (3) a command structure where figures are grouped as regular "brigades" or irregular "contingents", that report to officers within a hierarchy of command; (4) a command system where officers could successfully issue a limited set of orders in parade ground situations, which in turn breaks down rapidly during a battle; (5) simultaneous movement; (6) a combat system that does not involve complicated bookkeeping or rolling more than two or three dice at a time; (6) army lists that emphasize the common soldier as opposed to a collection of special units grouped together. The rules consist of an 8x11- inch booklet with a color illustrated cover. The rules themselves comprise 45 pages with an additional 12 pages of sample army sheets for pairs of opponents from New Kingdom Egyptian/Hittite to Medieval French/100 Years War English. There is also a blank army list sheet as well as a one page quick reference sheet which can both be copied. The rules sell for approximately $19.00 including postage and are available from www.visbellica.com or from various retailers. The rules are supported through the web site. Infantry and cavalry figures are mounted on bases three inches deep and six inches wide and in the case of elephants, chariots, artillery and train, six inches deep and three inches wide. These bases represent 250 to 1,000 foot or horse depending upon their order. Elephants, chariots or artillery represent 20 to 40 elephants, chariots or artillery pieces. Each base is categorized according to experience, order and weight. Experience is a combination of morale and fighting ability and consists of elite, veteran, average and levy. The order category is divided into close order infantry, such as Hoplites or Romans; open order infantry such as Celts and Spaniards, and skirmisher infantry, generally armed with missile weapons. Cavalry are also classed in the same three categories. Weight for infantry consists of light, medium, heavy and extra heavy and for cavalry; light, medium, heavy, extra heavy and a separate classification for knights. While bases cannot be of mixed order or morale class, they can contain troops of mixed weight. Chariots are light or heavy and the bases may contain chariot runners. Artillery is likewise classified as light, medium, heavy and siege artillery. Train elements may be laagered for a defensive position. Weapons consist of all the usual melee and missile weapons. Bases may contain a mixture of differently armed troops. There are ground scales for 10 mm, 15 mm or 25 mm troops, with 25 mm troops being one centimeter equals five yards. The 6x3 inch base sizes are not the actual size of the bases, as a game "inch" is variable based on the size of the troops used. One inch is actually two centimeters for 25 mm troops, one centimeter for 15 mm troops and one-half centimeter for 10 mm troops. This also carries over into the distances listed in the rules which are all stated in "inches". One figure represents approximately 60 to 85 men on close order infantry bases, which contain two rows of six figures, open order bases, nine figures in approximately two rows and skirmish order bases, seven figures in two approximate rows. A base of Early Imperial Romans would thus represent approximately two cohorts drawn up in line next to each other with five such bases representing a legion. Likewise, a base of Macedonian pike would represent approximately four syntagma each consisting of a 16x16 square of actual men. The close order cavalry base consists of one row of six figures, an open order base of five figures and a skirmish order base of four figures. Elephants, chariots and artillery consist of one model with crew per base, normally 3 inches by 6 inches, although four horse chariot bases are slightly wider, and artillery bases are increasingly wider based on the classification of the artillery. The train base consists of one vehicle model and a number of figures. If mounted infantry or dismounted cavalry are used, there should be a corresponding horse holder bases. While the different sized bases and numbers of figures may inhibit some players from trying these rules, the author provides suggestions for compromises for existing figure mounting systems. A group of two to six bases represents a brigade/contingent and is commanded by an officer referred to in the rules as a leader mounted on a separate base. A sub-general in turn controls two to six leaders and their respective contingents. A general will control two to four sub-generals and a commander in chief controls two to four generals representing the entire army. There are also provisions for separate army and sacred standards. The bases for the officers are of different size depending upon their rank and contain different number of figures in little vignettes. Provisions are made for allied contingents within the command structure, although they are more difficult to command and may suffer penalties. Allied officers may suffer penalties for attempting to give orders to troops not under their direct command. Each leader has a separate "leader base" which plays a role in the initial deployment phase. Each army also has a number of false leader bases. The leader bases are deployed initially instead of the troops and act as a substitute for more complex hidden movement rules. Each base of troops has a base strength determined by the type of troop, the experience rating and the order, in addition to a number of other variables. Each base also has a separately calculated point cost, as do officers. Allies cost three-fourth of the usual point cost and allied officers half the point cost. Vis Bellica is in the process of printing three army list booklets which contain army lists that may supercede the point value calculations contained in the rules. These include Chariots to First Century BC, First Century AD to Ninth Century AD, and Tenth Century AD to Guns. The author outlines three types of games, an historical scenario, a set piece battle and a competition game, with suggestions for each. The pregame phase allows for being out scouted and out flanking maneuvers, which in turn may affect the initial set up. Each officer is given an order for his command which includes attack, forward, hold and retreat. Individual bases are given orders as they are deployed from the leader base. Each leader is initially deployed on a leader base, 9 by 18 inches, indicating by its position whether the contingent is in column or line and which represents the two to six bases under the leaders command. The empty leader bases with an officer are placed on the table to depict the initial deployment. The opposing commander thus does not know the composition of the bases of the actual contingents until the troops are spotted and deployed. The turn sequence consists of three phases, the first being the mandatory phase which includes routes, melees, and arrivals. The command phase consists of movement or deployment of leader bases, spotting leader bases, and officers issuing orders. The action phase consists of charges (simultaneous), stationary shooting for troops with hold orders, movement, remaining stationary shooting, moving missile fire and checking for officer casualties. The routing phase may result in interpenetration of friendly troops and accompanying disorder and morale checks. Routing troops reaching the edge of a battlefield make one last morale check and if they fail the base is removed from play. It is recommended that disordered bases be represented by a small marker. Melees consist of base to base contact aligned front to front as much as possible. The base strength is adjusted by modifiers for a number of situational factors including first contact, flank or rear contacts, defensive positions, etc. Two d6 are added to this total. The opposing base strength is then reduced by one strength point for each 5 points of this total calculation. An extra casualty is added if two sixes are rolled, and one is likewise deducted if two ones are rolled. Losing bases take a morale check, and are pushed back. They may also become shaken. A routing base immediately turns and flees, moving its maximum distance. Routing bases contacted by enemy or failing another morale test are removed from the field. Elephants, instead of being pushed back three inches will go wild and will turn based on the roll of a d6. Winners of a melee will follow up enemy bases unless in a defensive position. Winning bases whose opponents have routed will make a full move in pursuit on the next charge phase, becoming disordered in the process. During the command phase, a die is rolled for each officer base and one is subtracted for each strength point lost by that officer. The remaining total represents the number of command points available to the officer for that turn. Command points may be used for spotting enemy leader bases, including false leader bases. Distance and intervening terrain affect the ability to spot an opposing leader base. Once a leader base is spotted, the troop bases represented by that leader base are placed on the table, or false leader bases are removed. Command points are then expended for issuing and changing orders, and may be passed from senior to junior officers. Command points are also used to rally bases from shaken or routed morale status and for removing disorder. Higher level leaders wishing to issue orders to troops under their command, expend command points based on their distance from the troops, and whether or not the troops or officer involved are allied troops. An officer in contact may personally command one base without any command points. In the action phase, charges are simultaneous and bases have various charge bonuses relative to the terrain. Charging bases may receive charges at the halt, counter fire or evade, and those with good morale may also counter charge. Shooting is straight forward and where in the sequence it occurs depends on the orders of the troops. There are situational modifiers for firing each base and casualty strength points are calculated and removed the same as for melees. Bases which lose 25% or more of their current base strength take a morale check. Movement is essentially in a straight line determined by the base type, order and type of terrain. Bases may wheel before moving but become disordered if the wheel exceeds a 45 degree angle. Close order troops may also move obliquely within this same arc, and close order troops in good morale may move backwards. Morale checks occur as previously indicated, and when an officer or standard is killed or removed from the table. The check is based upon the current base strength as adjusted by situational modifiers. Bases essentially have good morale, shaken moral and routed status. Troops with shaken moral may not move any closer to an enemy base and have only hold or retreat orders. The rules are well organized and clearly written, and include many charts and diagrams to help interpret the play of the game. Overall, the rules present a fresh approach to ancient war gaming and contain original thought and rule mechanics. Definitely worth a look. VIS BELLICA ARMY LISTS BOOK 1: CHARIOTS TO 1st BC This is the first of three army list booklets for the Vis Bellica Rules system. Written by Robert Avery, it is published in the same booklet format as the rules and consists of 48 pages containing 47 different army lists. The author gives credit to the Wargame Research Group Army Lists, but indicates that he has also incorporated his own research, and obviously the lists are specific for the Vis Bellica rules system. Many of the lists also contain lists of possible allied troops. The lists begin with the Sumerians and other chariot period armies and progress into the Greek and Persian wars, the early Italian wars, the Macedonian and Punic wars, and the wars of the later Roman Republic through the Augustan Roman period including lists for some troops, such as Germans, Sarmatians, Irish, and early Sudanese which go beyond the period indicated in the title of the book. There are also three different Chinese/Asiatic armies listed. The lists indicate the number of permitted bases for each type, their various classifications and weaponry, as well as calculation of their base strength and point costs. While I don't profess to be an expert in many of these armies, the lists would appear to be a reasonable representations of the various armies. My only criticisms were that there were no cataphractes listed for the Seleucids, and, I did not care for the manner in which the Republican Roman legions were depicted which consists of bases of legionnaires with half heavy throwing weapon and half heavy spear. It seems to me that a better way to depict the Republican legion would be with two bases of Hastati, two of Princeps, and one of Triarii, given the representation in the rules that one close order figure represents 60 to 85 actual combatants. The booklet is available as above for the rules. More Reviews
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