Melees Gloriosus

Playtest: The Battle

By Stephen F. Phenow



The Deployment

MG uses a rigid deployment where units enter in march columns. We decided to forgo this and deploy using maps and already be in battle line. After all Hannibal knows the Gauls are coming. The other change was the use of average dice instead of d6. We wanted to keep a bell curve with the die rolls.

Battle Plans

    The Taurini
      The chieftain realized he had to neutralize the huge Carthaginian calvary advantage. He thought Hannibal would deploy his heavy horse with a flank anchored on the stream. To oppose these, he would deploy his select and veteran warbands to opposite them, while the levy would face the main Carthaginian battle line. He planned to deploy his horse along the side of the rough ground believing that the Carthaginians would deploy their light horse facing that direction. Once he beat off the light horse, he would been in a position to flank the Carthaginian line.

    Carthage

      Hannibal believed that the warband charge would be the greatest threat. He deployed with the scutarii and caetrai in the center, with the Africans in two 4,000 men phalanxes on the ends. He placed his heavy horse flank on the stream, on the other flank was his light horse. Screening the army was 4000 African LI. The elephants he placed in two columns. Each column was in between the end phalanx and the horse. Hannibal wanted to withstand the barbarian rush, then counterattack.

The Battle

Movement in MG is slow. However the Gallic heavy cavalry did find itself facing the Carthaginian light horse. The lights scattered and the heavy horse continued to advance until it needed to wheel to outflank the main battle line. At this point it had to deal with the elephant screen. MG elephants have a nasty and realistic effect on horse unused to them. The horse has to roll a d6 for each unit within 5" of the big guy. A "5" means the disorganized unit retreats 14". A "6" and the unit routs and is removed from play. Any other result allows the horse to close on and melee the elephant, though still disorganized. The horse commander lost his nerve since he would have to roll a d6 for three units and decided to detour around the back of the elephant screen. This would take too much time and lost the battle for the Gauls.

In the center the African light screen clashed with the Gallic kids. Skirmishers move at 6" but they are on individual stands and do not keep a formation. Since they don't, they are more maneuverable than formed units who must. The net result was the lights broke the kids, but because of not paying attention, some stands were caught by the battle lines' advance. At this point the players discovered that Gallic units did not have a javelin throw. Since this was unrealistic, Gallic warriors carried up to five javelins into battle, I, the judge, allowed them to throw one stand deep.

The resulting javelin exchanges did hurt the skirmishers, and they fell back to the protection of the scutarii. We also discovered that with warbands moving the same speed as skirmishers, they could catch the skirmishers since they could charge 8" and if they rolled a 9-12 on two d6 they received a additional 4"! This meant that some skirmishers could not get away. As this also was unrealistic, we instituted another house rule: Warbands did not get a charge bonus against skirmishers. One thing we also noticed was the long range of javelins which were called foot spears in the rules (9"), though to be effective you have to be under 5".

Since units in MG can charge two turns, the Carthaginian Iberian horse and the select warbands closed rather quickly. Again I gave both sides javelin throws, since both preferred the sword, and the Gauls got the better of the throws. However, horse receives a +1 against warband infantry which seemed light, but made up for it with a +2 for the the charge, and a +1 for being Spanish, while the warband receives a -1 but a plus for charging so the net result is three. The horse slaughtered the WBs.

In the center the hard charging Gallic line reached the main battle line of Spanish. They underwent overhead fire from Balearics stationed behind the line, which was different from most rules, and preserved the slingers from being in the skirmish lines like most rules. How effective over head sling fire would be, however, a matter of debate.

The caetrai now added their fire, and because they were Spanish received +1 in national characteristics. This vexed the Warband commander to no end, and he spent the rest of the game complaining about that fact. Finally at 4" the scutarii let go their pila toss, which staggered the Gallic battle line.

In addition to the all the long range casualties received by missiles the Gauls were down 30% before they entered battle. Out of 11,000 men, 3,300 were ineffective by missiles. The Carthaginians lost 7% in comparison. The only unscathed warbands were on the flanks and were that way because the African phalanxes had no missile fire.

That didn't matter; the phalanxes were ranked 4 stands deep to the Gauls 2, and would receive a +2 for ranks, and a 2 for unarmored target, while the Gauls received a +1 for charge, -1 for target with oversized shield and a -I for being Raw in the melee. Both phalanxes threw back the charging undamaged Gauls rather easily. I ruled that the Peoni were not armored targets which would made the melee even more one sided. (I assumed Gundt meant metal armor. However with these rules Roman Hoplite legionaries will obliterate the Gallic warbands at Allia!)

In the center the Spanish and the warbands met, each howling their battle cries. The scutarii received a +1 for the charge, +2 for unarmored target, the Gauls +1 for the charge, but -I for being Raw, and -I for target with oversized shield.

The net result? The Gauls took a n incredible 65% casualties, whole 2000 man warbands broke from melee result, or from the follow-up morale results. The main battle line broke, and the battle was over.

Conclusion

These rules owe a lot to Arty Conliffe's Tactica, with a nod to Barker's WRG and Terry Gore's Ancient Warfare. We found the rules easy to read and understand, layout was logical, production values good and the pre-laminated QRS were a huge help. That being said, these rules have problems when compared with historical references. The main Gaul warrior battle line depended on intimidation and shock to win their battles. In this system they have neither. There are no pre melee morale checks, and warbands receive no first turn impact bonuses. In fact WB are not even listed, they are considered to be HI.

The national characteristics are subjective, and limited to the author's basis. This was the biggest problem with Shock of Impact, and these rules are no exception. The Gallic players were very annoyed with these, especially with the abilities of the Spanish. The fact the Gauls forced the Spanish to the South of Spain while they occupied the North seems lost on this author. This factor was complicated by not allowing a javelin throw from the warbands. I shudder to think what the casualty rate would be without giving the Gauls this ability. While rule writers cannot cover everything, Gundt tries. But he forgets how Gauls fight, and how important a pre-melee check is in any set of rules where one side depends on intimidation to win victories. I think having SI moving the same speed as HI keeping formation is preposterous and javelin fire reaching 9" is way too long for the 1-50 ratio. A Greek phalanx of 1000 men is 20 figs and takes up the space with a 10 man front of 250 mm (10"). In reality the phalanx would take up a front of 125 yards so 30 yard javelin range would be 4".

In my opinion these rules still need work in order to produce a result true to history, but provide a fine framework for the gamer who likes to tinker with factors, and there are interesting tidbits in these rules adding to the general overall effect which is rather favorable.

Rule are available from:
Melees Gloriosus
P.O. Box 2493
South Bend, Indiana 46680-2493

Ancient Rules Review


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