| 
  • If you are citizen of an European Union member nation, you may not use this service unless you are at least 16 years old.

  • You already know Dokkio is an AI-powered assistant to organize & manage your digital files & messages. Very soon, Dokkio will support Outlook as well as One Drive. Check it out today!

View
 

Polybian Romans with Pergamene allies vs Seleucids

Page history last edited by PBworks 16 years ago

 3 players per side; 3 Seleucid commands, one of which was assigned all army baggage; 2 Roman commands, 1 Pergamene ally, & 1 baggage train PIP dump. No strategems or non-normal generals on either side.

The armies were thrown together "quick & dirty" using a combination of the old lists, & all the details from the new lists that I could remember. I didn't do the composition of either, so I don't really know what comprised either army, but both were fairly "standard" for armies of the 202-190 b.c.e. period, so use your imagination. I do remember that the Seleucid army was very Pk-heavy & light on mounted. Terrain, for the most part, played no role in the battle; there was some fighting in a patch of woods on the far Roman right, very late in the game, but that was about it for terrain effects. The Roman Reg Bge PIP dump helped them a little bit, but IMO not enough to be significant.

The Pergamene allies, which were on the far Roman right flank, faired very poorly: a few Skythian LH (F) sallied out to meet the Pergamene knights & their Gaul/Galatian allied horse, & very quickly, the Pergamene general got overlapped & killed on a 6-1 roll. This result kept the Pergamenes from doing anything truly meaningful for the rest of the battle (tho astonishingly I don't recall them ever breaking) & allowed the main mass of the pike to march full-bore into the Romans centre. Pressured by Elephants, psiloi, & a ton of Pk (something like 24 stands of PK, at least), the Roman centre eventually broke.

I was commanding the far Seleucid right, including the overall CinC. I had 8 stands of Pk (O), 2 Kn (X), 1 Kn (F), 4 Bw (I), & about 6 Ps (O), all facing what looked like a ton of legionarii double-backed, & flanked on both sides by Cv (O). On their far left flank, they had a small group of LH. It was that group of horse that caused me untold grief, as they badly outnumbered my own horse & I couldn't get infantry support over quckly enough. Nevertheless, my knights blasted a gaping hole in their ranks, but were then eventually overwhelmed & destroyed, including the CinC, when the LH surrounded me completely.

The highlight of the battle, tho, was the performance of my pike versus the Roman legionarii. Basically, 4 stands of Reg Pk (O), at 16 points & 4 MEs, was an easy match for 2 stands of Reg Bd (O) at 14 points & 2 MEs, except that in order to actually get anything done, the Reg Bd (O) *needed* overlaps. Meanwhile, even when overlapped, the Pk won all but two rolls, & only one of the losing rolls obtained a QK for the Bd. Basically, my pike were having their way, repeatedly forced the Romans to recoil, & even destroyed one element via doubling. Had my CinC not been killed -- & it was a very close thing, if my opponent hadn't been so blessed with PIP dice he wouldn't have been able to overwhelm me as he did -- I would have eventually worn his command down without taking significant losses among my Pk. Had my Pk been (S) grade Argyraspids -- who were in the centre of the battle, grinding down the Roman centre command -- I'm confident I would have beaten the

 legionarii soundly, overlaps or no.

One other interesting thing: rather then assigning PIP dice high-middle-low, as the Roman army did, we Seleucids chose to average our dice, & all three of us agreed that it worked splendidly. None of us ever had 6 PIPs to work with, as the Romans regularly did -- my friend Mark is beastly lucky when it comes to rolling PIP dice! -- but by the same token, none of us ever had less than 3, either.

We made a few minor mistakes with the rules, but didn't discover them until it was much too late, & IMO none of them truly affected either side significantly. Possibly the biggest "game-changer" was our forgetting about the 0-PIP move for a force of Pk that moves straight forward on clear ground. That might have had some interesting effects had we remembered it, but I can't say for sure. Going into the battle, I felt a bit of trepidation knowing that my beloved pike phalanx was going to roll against Roman blades -- but now, having had just a mere modicum of decent dice luck, I no longer feel any qualms about it. I'm confident my phalanx will *at least* hold its own in such battles, & if I can manage the flank support a little better, will have an excellent chance of winning.

Finally, & most important: the game was *fun* for all concerned, & felt "historical." Yet another wonderful evening of carnage with The Friday Knights! I'd say that we see minor "issues" with DBMM, but nothing that would cause us to call it a "broken system", & certainly every game we've had has been *highly* entertaining.

Comments (0)

You don't have permission to comment on this page.