Reviewed by Charles Vasey
Frédéric Bey for Vae Victis In the same tradition as Les Croisades and Belisare this is a game suffering from PIG problems (see later article). Hellas, Ionia and the Islands are cut up into a few well chosen areas (Attica for example). Each has a major city (where appropriate). Rough terrain and mountains are colour coded into the game as well as the key sea areas which often give a naval advantage to the home team. Turns are seasonal. Units are largish with strength points linked to numbers. The counter illustrations are very pretty and there are not many hoplites to each major city. The detritus of combat (peltasts, archers) are handled by mercenaries but the northern Greek states (like Macedonia and Boeotia) do have cavalry. The Persian armies include cavalry (heavy and light), Immortals, sparabara and lots of slingers or archers. Sometimes they will recruit medising Greeks too. The counters are rated for strength and morale. Combat consists of rounds of shooting and then melee until one side gives up. Numbers of SPs are totalled, dice adjusted and losses (and morale tests) incurred. Losses are not particularly high, but what will eventually force you out of combat is morale. Every time your units fail a morale test they are no longer involved in the combat. They can be killed but they cannot fight. This handily allows the asymmetry between the two sides to be covered. The Greeks march into combat through a hail of missiles, if they survive that then both sides fight and the higher quality of the hoplites should mean more survive any morale tests. The longer the battle goes on then the better the chance that the higher quality army will remain with more of its units undemoralised. Each combat type has its advantages and disadvantages (archers are not much good in melee, but hoplites and heavy Persian cavalry are). Once one side gives up the other can pursue with relevant troop types. Naval units use a similar approach with no bias to either side, instead depending on the leader values (as in land combat) where the Greeks lead. Units move with leaders and can be kept out of sight off the board. The small number of areas and clarity of target mean that true hidden movement is unlikely to occur. Each side draws an Activation Point chit adds the factor of their leader and has this pool of APs. These are used to move, fight and intercept. Interception is only within an area (so sea interdiction is not going to be easy) but it is the only way to have combat (unless you agree by means of clear voiced heralds to meet in combat). The non-mover may intercept when his area is entered. If he fails to do so then the moving force can attempt an interception. The result can be nothing (as both armies miss each other or do not try too hard), a battle, or ambushes (including ambushes of the interceptor). Ambushes are done at better odds and are generally a good opportunity by the weaker to damage the stronger. However, it really is not a good idea to hang around with a small army, especially if led by a less than brilliant leader. Proximity is a dangerous thing. If you wish to hide in a city combat is still as before but with odds advantages. It is hardly surprising that Athens his behind its wooden walls. Supply is not too unforgiving unless you are in an area with the enemy and lots of troops. Cross that line and a large army will soon suffer. Marching too great a distance does give you attrition difficulties. Into this world of fighting, marching, sailing and eating comes the Stratagem Markers. These are designed to shake up the games with otherwise would be (and may still be) too predictable. Stratagems are drawn during the AP draw. Not all are in play for each scenario but the full list is:
Reconnaissance [you can get a combat advantage or spy on an enemy force] Tempest [Neptune zaps a naval force of your choice] Political Manoeuvre [useful in overturning alliances] No Quarter [Allows hoplites to pursue- cause by Persians burning a city] Oracle [Adds or subtracts to the dice but you do not know who it favours] Ostracism [The Persian can remove the Athenian leader of his choice] Palace Intrigues [Xerxes zips off home with his guards to clear up a little misunderstanding] Spartan Isolationism [The Spartan go home, or stay home, until Panhellenism is played] Panhellenism [Gingers up the Spartans or gives combat advantages] Themistocles’ genius [Doubles the horrid man’s factor] Leonidas’ Sacrifice [the king dies but Persian losses are doubled]. ScenariosThere are three scenarios: The Ionian Revolt (five turns) is essentially city capture in Ionia against the locals and some Athenian forces. First Persian War (four turns) Datis must take Euboea, burn Attica and capture Athens. His only hope is that Panhellinism does not come up and he can wear down the Athenians. Second Persian War (8 turns) A much bigger affair with Sparta, Athens, Megara, Corinth, Eretria, and Boeotia versus Xerxes, the Ionian Greeks and Macedonia. Thebes, Thessaly and Argos are available for recruitment. Yes there is an Artemesia counter. Plutôt Mort Que Perse is a game you want to like. It is so pretty and so clean (John Carroll summed it up as Iberos done properly) but its problems are explained in the Pre-Industrial Games article. I fear it may too easily become a recreation of events rather than recreation of the experience of the two sides. The last scenario is (I think) the only one worth playing. Open the Box, Stake the Bunny
Princes of the Renaissance: Euro With History Boardgame Review. Renaissance. 1914: Opening Moves Boardgame Review. WWI. Ardennes 44: Way Too Much Stuff Boardgame Review. WWII. Back to Perfidious Albion #104 Table of Contents Back to Perfidious Albion List of Issues Back to MagWeb Master Magazine List © Copyright 2004 by Charles and Teresa Vasey. This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |