Tuesday, September 26, 2023

Review: "On Bloody Ground" Part 1


Key Question: How "Mass" is mass combat?

I stumbled upon "On Bloody Ground" by WiP Games [CLICKon YouTube, and watched a couple of partial vids. it struck me as "legitimate heir to Warhammer Ancient Battles" [and possibly WHF5th] so I investigated. The son in the Father-Son author team, Dan Toone, was very responsive via Fb.  We discussed and I got a "yes" to an objective review here at "Spear to the Strife" blog and a free copy of the rulebook mailed. Ergo, this is a cooperative review, but we are not personal friends so it will be a genuine critique!

The question I want to answer for all of you on the web is:
"Should I buy these rules, and if so why?"
Let's get to it!

BLUF
1)  "On Bloody Ground" [OBG] is a traditional set of wargame rules with common mechanics and methods to the tabletop wargame culture today - i.e. no novelty mechanics. 

2) It is amazingly well written for a first effort design team! It could use one more draft / edition with clarifications, but they are handling that via free FAQ at their website.

3) Unit and command "feel" is a Unit Skirmish Game, with units moving and acting line 25-150 men or so, and commanders bellowing orders about as complicated as "Charge!", "Stand firm, lads!" or "Run Away!" Thus they are very suitable to simulate 95% of warfare in the period: small fights, mostly unrecorded, of less than 1,000 men. They don't feel like "mass combat" to me, as that is more like the Battle of Brunanburh in my mind, so "how mass is mass combat?"

4) The game is aimed at friendly pickup games, but could accommodate small historical battles, or bath-tubbed large historical battles. Competitive people will likely be able to take advantage of the occasional loop hole etc as the rules are not written "tightly" for tournament purpose.

5) It's reminiscent of Warhammer Ancient Battles / "Shieldwall" supplement. If you loved doing Dark Ages with those rules, and / or you enjoyed Warhammer Fantasy 5th edition, you will enjoy these rules. Also, your figures and units should already be about the right size. Basing is single figs, but I played it with blocks of 12-16 infantry no problem.

6) Core mechanics are simplified / streamlined WAB, but remind me of a few other traditional sets and take up 12 pages. 
This is where you'll be checking rules for moving, shooting and combat.

7) Additional mechanics for Commanders, Orders, Bystanders, Army Creation, Special Rules, Scenarios and Terrain are another 15 pages.
This is where you'll be checking for commander, unit and scenario rules.

Should be noted that these rules will make great High Fantasy rules for Dark Age inspired worlds e.g. Tolkein, as "Magic" can literally be done JUST using the Command Points system and purchasing extra leaders as "sorcerers" and such!  The flavor would be up to the players, but looks soooo easy....

Tweaking... yes, you will want to tweak these rules, and they are easy to tweak to suit your ideas of dark age combat, or your time limit.  Want to have a faster game?  Raise morale a point.  Want combat to last longer?  Lower morale a point. Simple!

SUMMARY:
If you are uninterested in detailed simulation [spare me, oh merciful Lord!], want a fun game that is evocative of the Dark Ages with a low time / price [£15.00] demand, AND potential for High Fantasy, then you should buy these rules immediately! They only printed 500 sets...just sayin'

IN-DEPTH DETAILS

Design goals, from Co-author Dan Toone: 
-- "fun...perfect for a day or weekend of gaming with friends...not coming with a play to win at all costs mentality".
-- "a game that felt right for both players, whilst having a competitive and tactical element to it still."
-- "we plan to release 2 books a year...They will be focusing on specific periods of history rather than a whole 'age'. We want to avoid "2 books at an inflated price with things most people don't want" or need to play the period.

Design Goals Achieved?
Clearly, the DNA is from WAB, but WAB ultimately became a tournament game which demanded a lot of clarifications to the over-engineered mechanics. I don't see OBG heading that way.

Main change is Combat is more bloody, to force the player to "properly decide when...to commit to fighting" and provoke decision points with their leaders.

I enjoyed many aspects of WAB, but this is simpler and streamlined, and it feels more realistic and less stylized and is fun, so I think they succeeded with their intent. 

Core Mechanics
- Charge into Combat and resolve immediately. There is no limit to the number of times the Unit(s) may fight [technically]. However, one side usually either passes a test to Stand Firm [ending Combat for that Phase] or gains the upper hand and destroys their opponent [ending the Combat completely]. A draw also ends Combat for that Phase.

If Combat results in the winner and loser alternating, and the loser fails to Stand Fast, then the Units can slowly grind down over a number of fights in the same Phase. Failing to Stand Fast means you lose figures equal to the amount you failed to pass.

- Single die attack numbers, e.g. hit on 4+, the number of dice equals the number of figs fighting.
- Shields reduce your Hit chance.
- Saves for Armor, only, shields do not increase save [see above].
- Shooting and Combat attacks use same mechanics: dice equal number of eligible figs, roll them to get your attack number or higher, roll to save, roll to wound, remove or mark Casualties.
- Leadership tests with 2d6, typically needing 8+ or so.

- Figs are removed [or marked] showing loss of people and combat power

- Full Move is straight ahead with turn at end;
- A Maneuver move is half in any direction and facing.

- Measurements in inches, may premeasure

- Units are 5+ figures; none can cost more than 15% of the army's total value, e.g. a 1,000 point army has a cost limit of 150 points per unit. Most fighting infantry are in the 6-10 point range. Mounted generally cost double, and weak fighters or skirmishers are as little as 4 points.

- Game Turn is IGO-UGO with each side having a Player Turn of Charge - Move - Shoot - Combat.  There is a [very] limited chance to change the sequence of Player Turns at the beginning of any Game Turn. So if you had second Player Turn from Turn 1, you will stay second unless you succeed in seizing the Initiative on a future turn and getting first Player Turn. Yes, this will give you two Player Turns in a row.

Additional Rules
- Armies are in the 1,000 - 2,000 point range, with 2,000 being recommended. Figure costs average about 8 points each, except leaders cost 50-150 typically. So 100-150 figures is a typical game size.

- Leaders exert limited ability to affect troops and turn sequence; they use Command Points to *attempt* a leadership activity of variable difficulty. This spends the Command Point and they typically have only 1-3 Command Points total.

- Units have a variety of distinctive weapons and characteristics, from the generic "Hand Weapon" to spears, 2-handed axes, javelins, etc, all of which fight a bit differently and will no doubt shape your tactics to take advantage of them.

- There are 3 scenario types, 4 deployment methods, and 9 special objectives, all of which shape a battle in a simple and effective way. You will be on a quest to obtain victory points and Victory margins are at up to 100, 250, and over 250 points.

Comms & Support
- Easy to reach the authors
- Website is simple, works easily, no prob setting up account.


Run through of Mechanics

Below left, 3 Welsh Brigands on the left, 2 ranks of 7 each.
Hit 3+, Wound 4+, Leadership 8+, Thrusting Spear & Shield.
Thrusting Spears fight up to 3 Ranks in Combat; they fight one rank when they Charge.
Shields are a -1 for your opponent to Hit you with Missiles or in Melee [not part of Armor Save]
Above Right: Normans.
12 Serjeants in Light Armor 5+ Save, Hit 4+, Wound 4+, Leadership 8+
2-Handed Axes [-2 v. Armor Save, fight 2 Ranks deep, but may not use a shield in Combat].
Two Units of 16 Liberi [Freemen?], 
Hit 4+, Wound 4+, Leadership 8+, Hand Weapon, Shield

Points values for each side was around 460.  Double the number of units and add a leader and it's around 1,000 points, a modest sized game for the rules, at 6 units and 75 figs a side.

Both sides set up even, around two feet apart.  The Welsh chose to be a bit more spread out for maneuver room, while the Normans opted to be closer together for mutual support [but what do I know, really?? That's the thinking, anyway!].

Below, Game Turn 1, both sides move up, Normans first then Welsh. The Welsh are dropping back on the left to delay impact with the Norman Serjeants - they both hit hard and survive well with their armor.

Welsh Player Turn 2, the Welsh Charge the Norman left, a Fyrd Unit of modest ability. The get 3-1 Hits, gain a Momentum Point, and the Fyrd roll their Stand Fast test as the loser...
...as they rolled a '3' and needed a 9+, they lose 6 more figs!

The Welsh push them back 2" [not filmed] and again win 3-1, gaining a second Momentum Point. The Fyrd roll to Stand Fast, needing a '10' and get a '5'. 3+6+3+5 = 17 Casualties!
As the Fyrd have 16 figs, they are wiped out and removed. The Fyrd next to them take a Panic Test and miss by '1', so lose 1 figure.
Finally, the victorious Welsh get a "Surge Move", which is a free Maneuver Move, so they face the Normal Flank. This ends the Charge Phase of the Welsh Player Turn 2.

Welsh Move Phase, they advance en echelon to keep the Norman's best unit out of the fight as long as possible, ending as below. Tactically, not the ideal move, but I am learning the game and how to execute tabletop tactics with it...
Above, end of Game Turn 2.

Below, Norman Player Turn 3 begins. The Normans want their best Unit to bring on the hurt, and are over 6" away. They have a 4" + d6 Charge move, so need a 3+, and roll a '3' exactly!

The Normans roll badly, and end up just barely losing 3-4 to the Welsh who gain a Momentum Point.  The Welsh were aided by fighting two ranks deep [all 12 figs] and their shields reduced the Norman's chance to hit...and they rolled badly.
Normans roll their Stand Fast needing a 9+ they roll a '6' and lose 3 more figs, for 6 altogether, and are Pushed Back.

In the next Combat resolution [still original Charge Phase], they tie at 4-4 on Hits, but no wounds, so tie at 0-0. End of this combat.

Normans then Maneuver their Fyrd unit back and to the side, luring the Welsh away from the stalemated combat.

Welsh Player Turn 3, they Charge a fresh unit into the remaining Fyrd. They win 4-2, gain a Momentum Point, and the Fyrd need a 9+ for their Stand Fast test.
They roll a '7' and lose 2 more figs.

Next Combat resolution, the Welsh win 3-2, gain a second Momentum Point, and the Fyrd need a 10 to Stand Fast. They roll a '5' and lose 5 more figures!
Altho a foregone conclusion, I fight quick third Combat and the Fyrd are wiped out. The Welsh advance attempting to cut off the retreat of the Norman Sergeants, last on the field.

In the Move Phase, the Welsh on the far right advance to surround the Normans.

In the Combat Phase, the melee that started in this turn's Charge Phase continues [this is still Welsh Player Turn 3]. With terrible dice by both sides, the Welsh manage a Casualty and gain a Momentum Point. The Normans need a '9' to Stand Fast but only roll a '7', so two more Casualties.
In the next Combat resolution, the Welsh again win 2-1, and gain a second Momentum . The Normans roll a '12' which is "Insane Courage" and always passes! I incorrectly pushed them back - if you Stand Fast, you do not get Pushed Back. The Welsh also lose both Momentum Points.

Norman Player Turn 4. The last three Serjeants fight the Welsh, and lose 3-1. Welsh gain Momentum Point, Normans need a 9+ to pass but get a 7 and are Wiped Out!
Normans flee the field after stiff fight!

Welsh enjoy seeing the backs of their adversaries!

So, this is what a *portion* of a battle fought with "On Bloody Ground" feels like: a few fairly maneuverable Units thrashing away at each other, with some tactical choices along the way but Combat being the most important deciding factor.

In a full 1000 point game, there would be twice as many units and most likely a leader on each side, who could make a few attempts to spend Command Points to affect the game - as one has to dice for most of these attempts, they have a modest impact in the planning process, but of course they could turn a situation around. Feels right for a scrap with about 500 fighters on a side.

So, I give this two thumbs up, and recommend you get a copy!

Part 2 will feature an interview with Dan Toone and a larger battle with commanders, the full game setup, and Special Objectives so stay tuned!

Monday, September 11, 2023

Review: "Age of Hannibal 2.0" by LittleWarsTV

What does Ol' One-eye know that we don't know??


BLUF
Age of Hannibal 2.0 is the perfect Ancients game for moderately competitive historical and campaign scenarios. It uses relatively simple "streamlined" game mechanics similar to those in highly engineered tournament games like DBx and Triumph!. 

Play is well balanced between tactics / generalship vs. "the die being cast" as J. Caesar might say. Overall it favors thoughtful player decisions but the occasional bold move aided by hot dice may turn the tide, keeping the game in doubt until the end. 

It is also an inexpensive ruleset. 
It is not a tournament game set.

Want to put hordes of figures on the table for a club night and get home before midnight?  Want to spend an hour or three playing multiple games with a friend, perhaps resolving a small campaign in one day?  Age of Hannibal 2.0 is for you!

***********************************************************************************

As many are aware, Age of Hannibal is derived from the ChipCO games "Fantasy Rules!" and "Days of Knights" and others. A nice, detailed review has been done here, by "Nick the Lemming" [CLICK]. I don't feel the need to re-explain all the basics, but want to chime in on the mechanics and give a play example.

As this is the second edition for Little War TV, most issues have been ironed out. Most of the questions came from unclear unit movement rules, and are as follows:
  1. Deployment p.8. Says you roll off to decide who Deploys First and has First Player Turn. Is it high roll MUST, or high roller CHOOSES? We decided high roller decides - prefer the choice over random.
  1. Moves, p.10. It's unclear to us if a Group may oblique, Side-step, Retrograde, or if it is only individual Units. We decided groups may. While historically unlikely to sidestep an entire battleline, it is only 1" so more like an adjustment than a true tactical move.
  2. Making Contact p.11. In the first picture example, is the "square up" movement paid as part of the move, or is it an additional free move to align corner-corner, edge-edge? We decided it's a free move - easier to measure to closest contact point, then you decide how to align for free.
  3. Support p.12. It *seems* likely you only get support from units that are fully aligned in front corner / side edge contact to either flank and all facing the same direction. But it could be just in side edge contact and not the corner. Which is it? We decided corner to corner based upon the explanation under "Roman Drill", which seems to indicate that.
  4. Disengagement, p.12. When Skirmishers or Cavalry perform the Disengage move, in what direction do they end facing: the direction of movement [away from enemy] or do they remain facing the enemy unit they disengaged from [i.e. backwards movement]. We decided free 180 turn, then full move, ending facing away unless of course unit is "Free Facing".
  5. Things Come Undone p.15. The rule says you must put 1 DMZ on 25 or 50% of your units. The Example says you can load up to three on a unit and eliminate it. which is it? I like the rule, not the example which seems "gamey" to me. We decided you have to spread them out.

Positives
1) The perfect heir to original DBA: relatively simple, fast playing, tactical.
2) Solves the issue of convoluted DBA movement by the simple expedient of slower maneuvers [e.g. pay 1/2 for turns]; no zoc, no "barkering". 
3) Always need to roll high! No swapping it around for different mechanics...
4) The Demoralization mechanic gives you an idea where problems are developing, while the d8 roll-off means that even a troubled unit "could" roll its way out of trouble. 

In that sense, I feel like this give an even more nuanced feel for the general's view of the battlefield - while DBA give you "advancing, retreating, fleeing, or holding fast", AoG gives you all those and "looking rough on the edges...may need to go to the rescue" which is a command-level observation in the record of many historical battles.


Negatives
QRS is missing lots of important data, like...modifiers! I made my own.
- don't like that Leaders can't move in the Rally Phase to Attach to Unit and help Rally it; it is dumb luck if your leader is attached to a unit that needs help rallying.
- don't like that Units destroyed by skirmishers don't count against the Morale Clock [hey, what about those elite Spartans that were defeated by Skirmishers at Sphacteria?].  I agree that dead Skirmish units shouldn't count against the Morale Clock.
- Markers...you must have them - what you choose will affect appearances, and can't fall off easily or get lost. Some people don't like markers.
- You need to track Demoralizations acquired during the player turn; we hand each other colored beads [so if I'm red, and you inflict a DMZ on my unit, I give you a red].  This is not a big deal and it is sort of fun.
- there are army lists provided for a number of armies in the target period, basically hoplites to legions. But if you want to game outside of this, you will need to create your own forces, and experiment with the various Traits to suit your historical understanding of the period.  I fine with this. Some do not and just want it to play "straight out of the box".
- not much support from authors, including the Facebook page which is pretty quiet.

So, how does the game play?  As in, what are you doing during the turn?

Below, two battle lines of legionaries line up, destroying the peace of a Roman villa.  I will assume that there are 2-3 other similar fights just off camera.   That means that these battle lines do not have unlimited Orders to use each turn.  However, as this is an important battle line for each side, we'll assume they can get 2-3 Orders during their Player Turn, just enough to do a bit of clean up and essential tactical maneuvers.

Eight legionaries on each side - four legions, blue, white, and two red.  The blue is notoriously unlucky... just the way it is.

Turn 1, Red advances 4", to within 4" of the Blue side.
For their part, the Blue side decides to accept the challenge and enter melee all down the line - this is assuming that Blue needs to force a melee here due to events elsewhere on the battlefield. Blue advances 4" into Contact.

Important to note is that - except in the case of a tie - one Unit in a melee is always going to get a Demoralization [DMZ]. Units can be 1DMZ and 2DMZ and then are removed at 3DMZ.  They are also -1 to Combat and Rally Value for each DMZ. 
So with the difference of one and identical units / situation, Blue takes a DMZ.

By the end of the Blue Player Combat Phase, Blue lost 4 roll-offs, Red lost 3 and there was one tie [so no DMZ for either side]. DMZ marked with green pipe cleaners.

Red Player Turn 2. Red Rally attempts result in 2 of 3 successes, needing a 5+ on a d8 [Legions are 4+ to Rally, and the roll is -1 for the 1DMZ].
Red has no maneuvering as they are locked in melee.  Red chooses to start from the left, and the second roll is a 7 v. 2 - Blue Unit is doubled and removed!  These periodic moments of drama happen when there's a large spread between the dice.

At the other end of the line, Red inflicts a 2DMZ and the white Legion Unit has to Retreat one Base Width [BW].  It also cannot move towards the enemy and is -2 in Combat and Rally due to the 2DMZ. Note that this makes the adjacent white legion Unit a bit more vulnerable.

As Blue begins his player turn, he has 5 total DMZ and a destroyed unit. The 2DMZ and space where the Unit was destroyed leaves his battleline vulnerable in both spots for exploitation by Red. He really MUST roll well for Rallying!

In the event, he only rallies one off.

However, in Blue Combat Phase, he doubles a Red legion, destroying it!
Overall, by the end of his Combat Phae, he has inflicted 2DMZs on the Red center, but is iffy on both wings.  But Red will now have a chance to rally at the start of his turn.

Red Turn 3, he manages to Rally off one 2DMZ in the center. This still leaves the center of little use as two of the three cannot charge into combat at 2DMZ.
Red uses one Order to advance into the hole on his left....
...and one to advance against the 2DMZ Unit on his right.
Plan works, he manages to destroy both the units!

On Blue Player Turn 3, his best chance is to advance his center - he *really* needs to rally the white legion Unit in the middle, so the entire Group can advance into Contact against the Red center, which has 2 Units 2DMZ.
He fails to do so, and must use 3 Orders to get his center units into Contact with the 2DMZ Units: White Legion advances straight. Blue Legion advances 45 degrees oblique, while the white legion with the DMZ obliques to the left and takes up space but doesn't contact his opposite number.
Now for Combat!

Blue starts from the right, and doubles his first opponant, 7-2 for 10-5 total. Red is Dead!
he then beats the total of the first 2DMZ red unit, destroying it with the 3DMZ.
Unfortunately, he ties on the last 2DMZ unit.  Still, he has caught up to Red.

Red Player Turn 4, he turns around one unit and just makes it into contact with a 1DMZ white legion Unit.
...and a Blue legion Unit.
In the center, he surrounds a white legion unit, but ties!
End of Red 4, the battle line is mixed up, and it is 3-3 for destroyed Units.

Play continues in this fashion, with each player starting their turn Rallying, then making decisions to get the best melee Contacts possible with 2-3 Orders available. Units that are 1DMZ are vulnerable to a forced Retreat at 2DMZ - if flanked, they are destroyed. 2DMZ units are destroyed if they lose at all.

By Blue Player Turn 5, Blue has lost 5 Units, Red 4 Units, but Red is also scattered a bit more.

Blue Player Turn 5, he uses 3 Orders to reverse direction and pounce on the lone Red legion Unit at right, and engage one at left, protecting flanks best he can. The two Contacted Red Legion Units turn to face them.

Unfortunately, Blue loses both combats!


The action stays center as Red pulls in his flank units, and tries to get advantageous positioning against Blue's final units. Sometimes losing or drawing just means that you will be likely destroyed next turn. Last Blue legion Unit gets killed... happens ev-ery-time.....!

Final positions - the battle lines reversed!  Red wins that last two Combats, no kidding, 8-1 each!  Clearly, the gods were with Red today.

Final tally - Red 8, Blue 6, in 9 turns.


So, now that you have seen how a battle line of even forces plays out, and the decisions each side needs to make and the luck they both need, what does a battle look like?  AoH is advertised as a "big battle game" that plays in 2-3 hours.

My buddy will host the battle of Ibera 216 BC [CLICK] between Rome [bottom] and Carthage [top], Scipio and Hasdrubel commanding. He wanted to try out the scenario, so we did a run-thru to finalize some of the rule issues. 

The battlefield didn't have any significant terrain, so we just thru down a couple of small rough hills and boggy patches.  We know they were there, if not worthy of mention! On the Roman right, the Carthaginian cavalry is engaging skirmishers on a rough hill and a battle line of Spanish. So far, the Romans are holding them off!
Roman triarii reserve is not yet committed, awaiting to see what the cavalry will do.

On the left, the Romans are making their main effort, trying to defeat the Carthaginian cavalry with an equal number of cavalry supported by several skirmishers and some Italian ally spearmen. Carthaginian Spanish race to the rescue in column, while other Spanish push through a hill.

In the centers, Carthaginian Spanish to left, and their main fighting power stacked to right, veteran Carthaginian spearmen, both well protected by Skirmishers.
The Romans face them with Ally spearmen to left, and Roman legions to bottom right, screened by Velites in a rough patch.

Over time, I slowly ground down the Carthaginian cavalry thanks to my supporting infantry, both Skirmishers and Spearmen.
Mopping up scattered Carthaginian cavalry...

In the center, the Ally spear and Legions managed to hold and overall weaken the Carthaginian center, grinding down the Spanish [classed as Warband].

On the right, the Cathaginians gave up the attempt to outflank me, and committed their cavalry to fight me where I stood. I managed to hold then weaken the cavalry attack, altho it was closely followed by some good infantry and an Elephant!
Outflanked Cavalry above, javelin contest below favors the Romans in the rough.

Finally, as the best Carthaginians were about to be committed, a series of bad rolls in the combats resulted in much of the Carthaginian Spanish disappearing. Relatively intact Romans advanced.

On the right, the Carthaginian spearmen were held by my Spanish with some support from the skirmishers in the rough.

With the Romans holding off the Carthaginian mounted attack on the right, and decisively winning on the left and center, the Carthaginians conceded.

In essence, a big game of AoH would have 6 players for us. Three commands a side, Left, Right and Center. The Romans used about 200 points of Skirmishers to hold at bay about 500 points of excellent cavalry, and then even defeated a piecemeal attack.  

The left Roman plan worked - they managed to defeat the Carthaginian cavalry, that had advanced a bit farther than they should have against superior numbers. 

In the center, the forces were about the same, but the Romans out-rolled the Carthaginians.

Overall, I'd say that the key tactic is to stay together, use terrain if at all possible, and pick one area where you want to win a crushing victory and then exploit it against the rest of the enemy army.

The game took a while as we each played three commands, and we stopped periodically to discuss some rules and tactical options. But with 6 people who know the rules reasonably well, I'd say it would've taken 2-3 hours max.  

The combat system usually provides a side winning or at least gaining an edge in a battle line in 2-3 turns, so you will not waste time bogged down in undecisive fights.  How you manage them in relation to the rest of the battle is how you will win this game.

As that is how the battles read in the history books, I'm good with how it played out, and looking forward to a lot more Age of Hannibal 2.0!

We got a few answers on the rule questions from players, but nothing from LWTV.  We made our decisions and now are changing the game from inches to Base Widths for movement and shooting - works much cleaner - and also changing skirmishers to get a more historical feel.  But that will be for next time.