This wargame includes some tweaks to the random terrain rules that the previous game suggested.
Brief reminder of solo tweaks
- Selection: Each side dices as usual on Aggression to decide aggressor, but also adds a POSTURE based on aggression d6, evens being attacking selection (if options) and odds being defensive selection (if options). I have now decided that Elephants are defensive, since they cost an extra PIP to move.
- Deployment: Each side rolls a second d6 and adds it to aggression d6 above. The result decides concentration in the deployment zone: 11-12 is left-weighted, 9-10 is right-weighted, 5-8 is centre-weighted, and 2-4 is reserved.
- Terrain is laid out using either a 'defender selects, attacker removes' system or random. The random method is now:
Divide board into quadrants as normal. Roll three distinct d6, one for x axis, one for y axis, one for terrain type/size. If x=y and value 1-3, feature is a river; or if value 4-6, feature is a road.
Otherwise:
1 Plough if arable, boggy otherwise
2 Gentle hill, or dune if dry
3 Woods if arable, broken ground otherwise
4 Long gentle hill if arable, gully or difficult hill otherwise
5 Scrub if arable, long difficult hill otherwise
6 Difficult hill if arable, difficult hill with 2+ edges impassable otherwise
If plough or waterway, roll again. 5-6=BUA is added. - Axis: Each round, each general rolls an additional d6. This determines where he must focus, though surplus PIPs can still be spent elsewhere.
1-3 Continue with existing axis
4-5 Shift left. If already left flank, rotate to right
6 Shift right. If already right flank, rotate to left.
Choosing up sides
Later Carthaginians II/32a (LCart) fight Iberian II/39a (Iber)
LCart Ag4+rnd2=6; Iber Ag0+rnd5=5. Iber (arable) are defender. LCart posture attack, Iber poster defence.
Deployment: LCart rnd6=8, centre. Iber rnd3=8, centre.
Terrain: I roll plough, scrub, off the board, and a long gentle hill with axis across the x. Its centre line may have an effect.
Base lines: LCart naturally take the plough and hill, to deny them to the defenders!
The sides:
Iber don't have options. They are:
1xCvGen
1xLH
6x3/4Ax (I have 2x4Ax)
4xPs
LCart are:
1xCvGen
1xCv
2xLH
3x4Sp
1x4Ax (Ligurian)
2x4Wb
2xPs
Each side has an element in camp. Mainly due to absent-mindedness the LCart lose their Cv, the Iber lose 1x3Ax.
Deployment
Iberians |
LCarts |
The game
Round 1
Iber PIP6 axis4=shift left.
Iber CvGen shifts himself and the reserve left and spreads his left flank Ps forward.
LCart PIP3 axis3=remain centre
Lights move up. Wb shift left.
Round 2
Iber PIP2 axis2=remain left. Left flank is developed.
LCart PIP3 axis6=shift right. LH are brought right.
Round 3
Iber PIP6 axis6=shift right (to centre). Entire centre advances, CvGen moves back to reserve, Ax shake out, and LH join that shielded flank.
LCart PIP4 axis5=shift left (to centre). Get those Wb out! Ps shake out as well. And with a spare PIP one of the LH pony up forward of the hill.
Round 4
Iber PIP1 axis3=remain centre. Heavies move up flanked by lights, leaving original reserve on left.
LCart PIP4 axis1=remain centre. Wb advance, 4Ax Ligurians shift to make room, Libyan spears roll forward and CvGen is reserved.
Round 5
Iber PIP5 axis3=remain centre. Heavies join battle-line. Reserve 3Ax move to line.
LCart PIP6 axis1=remain centre. LH join the general line of battle with Sp and Wb. Left flank extends and CvGen advances.
Round 6
Iber PIP3 axis6=shift right. LH race right!
LCart PIP1 axis1=remain centre. Battle line rolls forward!
Round 7
Iber PIP4 axis6=shift right (rotate to left). CvGen inserts into line opposite LH; reserve 3Ax hurries back left.
LCart PIP5 axis2=remain centre. Only 2 PIPs are spent leaving LH and CvGen retired. ZOC is applied to most Iberian elements.
Round 8
Iber PIP3 axis1=stay left! CvGen and Ps charge LCart LH, while 3Ax switches with another Ps.
Melee 1: Iber CvGen rnd4+4 v LCart LH rnd3+2=8:5, LH recoil.
Melee 2: Iber Ps rnd2+2 v LCart LH rnd3+(2-1)=4:4, both stay.
LCart PIP1 axis5=shift left. CvGen commits to left.
Melee: LCart LH rnd1+(2-1) v Iber Ps rnd5+2=2:7, LH destroyed!
Round 9
Iber PIP6 axis1=remain left. CvGen and Ps go for remaining LH, no other PIPs used.
Melee: Iber CvGen rnd6+4 v LCart LH rnd5+(2-1)=LH recoil-flanked-destroyed.
LCart PIP5 axis1=remain left. CvGen and supporting Ps charge LH and flank. Heavies slot in to prevent negatives.
Melee: general disappointment for LCarts!
Round 10
Iber PIP2 axis6=shift right (to centre). CvGen and Ps form column and race right!
LCart PIP6 axis4=shift left (rotates to right). CvGen commits all Sp forward and peels Wb off to cover Iberian CvGen. Pulls battle line out.
Melee: another disappointing set of recoils, even though 4Sp are supporting each other.
Round 11
Iber PIP6 axis4=shift left to centre. CvGen charges Wb and Ps locks in. Heavies ZOC Ligurians and other Wb, Ps and LH on right flank ZOC LCart Ps and CvGen.
Melee: Wb destroyed.
LCart PIP6 axis6=shift right (rotates to left). Everything charges!
Melee 1: LCart CvGen rnd4+4 v Iber LH rnd1+2, LH destroyed.
Melee 2: LCart Ps rnd5+2 v Iber Ps rnd1+(2-1)=Ps destroyed.
All other melees result in recoils.
Round 12
Iber PIP5 axis1=remain centre. CvGen and Ps repeat their charge and lock on the second Wb. Reserve Ps moves to lock on Sp with 3Ax.
Melee: Both Wb and Sp are destroyed.
Final result: Iberians win 5:2
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