Melees Gloriosus

Ancient Rules Review

By Stephen F. Phenow



While I was spending loads of gelt on figures, books and paint I met David P. Grundt through a mutual acquaintance. Grundt is the author of "Melees Gloriosus", a set of ancient rules covering 2500 B.C.E.-500 CE and he gave me a copy of his rules to play.

However, before we do that, I suppose I should describe these rules. It would appear that Grundt has developed a set of rules to be used in campaigns resolving the tactical parts of battles. His rules cover Land, Naval and Sieges.

The Land:


Scales:
Figure: 1=50
Ground:1"=10 yards or 25 paces.
Turn: l turn = 15 minutes.

System:

Orders/Movement: Move/counter-move using initiative to determine who moves first.

Command: Leaders exert a sphere of influence (Sol). The CiC has 12" while the sub-commander (I assume a wing commander) has 10." Units that are in the Sol get melee and morale bonuses.

Missile Fire: Depending on unit type firing 1 - d6 per firer, plus tactical factors and nationality factors. Result is crossed indexed on missile chart. There are two; one for direct fire, the other indirect, and this gives the number of casualties. Pila, by the way, is counted as a missile weapon.

Melee: Depending on the type of unit fighting, there are two types of melees; skirmish melees and formed melees. ld6 for type of unit fighting plus tactical factors, plus troop modifiers plus nationality modifiers. Roll is crossed indexed on the Melee Resolution Table. Resulting casualties are applied to the troops

Morale: Units check at 30% casualties, then for each 10% loss thereafter. Check also if the unit "sees" commanders killed, `friendlies' in rout or destroyed, also if retreating friendly tries to move through unit, struck in the flank or rear by enemy Morale procedure is as follows: Each unit has a morale rating (MR) depending if it is raw, (5) regular (7) or veteran (9). Barbarians subtract 1 from the MR. For each 10% loss the MR is lowered by one. Unit rolls 2d6, adds Morale Rating modifiers, adds specific army modifiers, then must roll MR or better to pass. If it fails, depending on the current MR, it will react a certain way. For example if a unit fails its test, and its MR is 4, it routs.

The Sea:


Scales:
Figure: 1=1 ship
Ground: 1"=12 yards.
Turn: l turn = 1.5 minutes.

System: Orders/Movement: presumably move/counter-move using initiative to determine who moves first. However the rules don't say

Command: Morale bonuses only.

Ramming: Total of 3d6 roll + modifiers for class of ship, and type of attack (area rammed). Result is number damage hits inflicted on target. There are chances of unique events. (Such as the attacker's ram breaks off.)

Missile Fire: Depending on unit type firing 1 d6 per firer, plus tactical factors and nationality factors. Result is crossed indexed on the direct fire missile chart and this gives the number of casualties.

Grappling: The grappling ships crew quality, plus the defending crew's crew quality gives grappling number that must be rolled with 2d6.

Melee: Uses the Land rules.

Morale: Each ship unit has a MR as per land rules and for each 10% loss the MR is lowered by one. Check is at 20% casualties, then for each 10% loss after, unit "sees" commanders killed, `friendlies' in rout or destroyed. Procedure is same: Ship rolls 2d6 adds Morale Rating modifiers, adds specific fleet modifiers, must roll MR or better to pass. If it fails, depending on the current MR, it will react a certain way. For example if a boarded ship fails its test, and its MR is 4, it surrenders.

The Basic Outline

The rules measurements claim to be suitable for 25mm and 15 mm figures. Figures are based on the WRG standard. Troops are also standard: Heavy and light infantry, Phalangites and peltasts make up the infantry, however Grundt claims that Iphrikrates developed the peltast. This seems to be a great disservice to our Thracian brethren.

To continue, horse are divided into cataphract, heavy and light. There are rules for elephants and camels as well. Chariots are broken up into 2 horse, 3 horse, 4 horse and scythed units. Grundt also comes up with a special classification he calls "the battlewagon." These are 4 wheeled Sumerian chariots. Artillery (catapults, ballistae, onagars) are classified together. The author allows optional troop classifications as well. These are: scouts/messengers, engineers, armed peasant levy, armed rabble, and finally, camp followers and slaves. Figures are organized into units, with information about fighting styles provided by the author, but this is incomplete and needs to be improved on. The use of something like Terry Gore's Ancient Warfare lists would help here. There is a point system to help balance armies. Once the army is organized, on to deployment.

Troops are obliged to enter the playing area in march column and deploy in lines unless a particular scenario is being played that has the armies already deployed. This is why I assume that these rules grew out of campaign game, since it seems the most common battle in MG is the meeting engagement. The play sequence is 5 phases; movement, missile fire, melee, morale checks, with bonus break through moves. Movement is based on an initiative role and is move counter-move. Average movement: Heavy Infantry moves six inches with a eight inch charge. Heavy cavalry moves ten and charges fourteen inches or less. Cataphracts move eight with twelve inch charge, while elephants amble along at six, but can get up to ten in a pinch. Skirmishers are mounted individually like Tactica and also move six! This allows them to be pursued by heavier troops it would appear.

The rules include how to wheel and oblique. What Grundt calls "Maneuver", includes changing formation, frontage or facing, and wheeling, is done with certain restrictions depending upon troop type. There are also additional rules for movement of Roman manipular and cohort infantry. Lines can be routed by "rolling up" if infantry battle line are flanked on the end of one line.

Terrain affects maneuver speed. Missile fire counts skirmishers and formed unit's missile combat as different and supplies a chart for both direct and indirect fire. MG allows overhead fire, it is called indirect. A mild criticism is the Roman bias, Pila as mentioned are missile weapons while Gaulic Warband javelins are not.

Other rules include elephants panicking from receiving missile hits. Casualties are counted by individuals figures, but figures are not removed until the unit breaks or is shot down. In this way a unit frontage is maintained Rules are included for shooting artillery. Average range is three feet (9cm).

Melee divides the skirmisher melee of individual figures and a six sided die roll with the modifiers. Skirmishers are scattered and routed by heavier troops if contacted. Units that are formed get bonuses to the die roll for ratings, and tactical advantages or disadvantages. Fatigue in melees is counted in tactical factors. Romans get special advantages in this situation since they can execute battlefield relief. There are also rules for light infantry support of cavalry, barbarian charges, cavalry break-off, chariots and elephants in melee as well.

Morale is based on a morale rating. Classifications include elite, vets, regular and raw units. After the first 30% casualty check, morale ratings are reduced by for each 10% of casualties. Other modifiers include tactical situation and various nationality strength and weaknesses. If the unit fails its morale rating (2d6) the current MR of the unit, determines what happens to the unit, little MR loss are retreats while heavy loss means rout and lost from play. Units will also go into disarray as a result of a failed morale check. Victorious units in melee may receive a bonus break through if it qualifies. This allows the unit an additional move to half of the unit's movement allowance in the same turn. Victory conditions are by scenario, or when 50% of the main combat units are broken.

Naval Rules are covered above in the overview..

These siege rules are the land combat rules, units are storming or entering breeches. The rules have covered all the various types siege equipment and fortifications and involve a sequence of play similar to the other rules. There are mining and breaching walls, Grundt includes toppling ladders, rocks, spilling hot liquids, using cranes, designing field obstacles, building battering rams, bores, siege towers and then gives ideas on how to defeat these. The mechanics are the same as that in the land warfare game.

With this digested we will move on to our play test game.

Playtest: The Battle


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