The SAGA Review
Reviewed by Terry L. Gore
by Philip A. G. Sabin. Those of you who read Slingshot know that Phil has been a regular contributor to that journal for many years. These rules are his latest endeavor. They utilize a hex-based game system and cover the period from 500 B.C. to 45 B.C. There are 72 armies from which to draw your force. Each army uses only 50-250 figures, and the scale is huge (1:400 up to 1:6000 actual men per stand of figures). Hexes are figured at 100 yards across for the 1:400 scale up to 400 yards across for the 1:6000 scale. Each turn is 10-40 minutes in length. As you open it up, the game comes with cardboard counters which must be glued onto heavy paper and cut out. Each counter will have two sides, one representing the unit when it is fresh, the other, lower value, representing the unit when it is "spent". There is a hex map provided along with cut-out terrain pieces to use on it, very similar to a couple of the old SPI games moldering in my basement. The author also suggests using miniatures on a larger hex drawn cloth field rather than the boardgame counters. The unit counters consist of the usual troop types (HI/HC, MI/MC, LI/LC, Cataphracts, Chariots and Elephants) divided into three classes (Veteran, Average and Levy). Chariots are divided into Fighting and Scythed, while Elephants are either Indian or African. Baggage units are also provided. Generals are mounted on separate stands and are of two types--Leaders (who charge at the head of their guard) or Commanders (who range the battlefield independently). Generals can be of four classes of ability (Uninspired, Average, Inspired and Brilliant) and influence morale, movement and combat. Each unit (counter) has a point value of 1, 2 or 4 points. Generals are 2, 4, 8 or 16 points. Each counter also has its move allowance, points value, quality and unit type printed on it for quick reference. Facing the units within a hex is just the opposite of most boardgames. The front of the unit must face the triangle of the hex, with the two sides of the unit conforming to the sides of the hex. Units are double-sided, and take hits by flipping the unit over to show that it is no longer fresh. A second hit shatters the unit and it is removed from the board. Spent units may not recover back to normal. Once lost, spent units are gone for good. Units move only into one of its two frontal hexes (except for light troops which can move in any direction) for each movement point it wished to expend. Units may also turn to face at 1 movement point. There is no zone of control, but movement in some instances is limited. There is a fast play game as well as an historical game. The game is played in turns (like board games). Each player-turn, the phasing player first must check his command control. This process is a bit tedious, but seems to work. Units not in command may not move, but they may still fight. If you have any unused command points after moving, you may use them to boost your chances of individual attacks during the combat phase. After movement, there is the resistance, or attack phase. Each unit may attack an enemy unit in one of their front hexes. Units must be in command in order to attack. Like DBM, attacks represent not only hand-to-hand fighting, but missile fire, psychology, etc. Units attack in sequence from base edge on out. Attacking units suffer no adverse effects during their attack phase, they can be hurt only during the enemy phase. Use of a combat matrix makes certain that outcomes are not totally predictable, any unit can win over any other, the odds just get tougher. There are the usual modifiers (a plus for Veterans, a minus for Levy, etc.). Hits can force a fresh unit to become spent or a spent one to become shattered. There is an option which allows you to transfer a hit to an adjacent unit to avoid losing a spent one. A marker is placed in the hex vacated by the lost, shattered unit which represents fleeing troops. No friendly unit may enter that hex for one turn. Morale is rolled for the entire army whenever a unit is shattered. Modifiers are applied and a die rolled. Any unit whose modified morale is +1 or better is fine, those with -1 or worse are shattered. Those with a 0 are broken if adjacent to a shattered unit. There are rules for surprise, fatigue and weather, as well as for different troop types (hoplites, phalangites, legionaires, etc). Examples of play and diagrams are provided as well as 36 battle scenarios. A section on tournament gaming rounds out the 46 page booklet. For the money, these are an excellent buy, with several innovations and many scenarios to try. Available from the Society of Ancients, Peter Woodland, 24 Concert Rd., Eastleigh, Hants., SO50 4JB, England. Cost is 5 Pounds Sterling. More Reviews
Legion Ancient Wargames (rules) Armies of the 16th Century (book) Back to Saga #64 Table of Contents Back to Saga List of Issues Back to MagWeb Master Magazine List © Copyright 1998 by Terry Gore 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 |