What does Ol' One-eye know that we don't know??
Overall, it favours 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 ruleset.
As many are aware, Age of Hannibal is derived from the ChipCO games engine that powers "Fantasy Rules!", "Days of Knights" and others. A nice, detailed review has been done here, by "Nick the Lemming" [https://nickthelemming.wordpress.com/2018/12/10/review-age-of-hannibal]. 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, many wrinkles have been ironed out. Most of the questions we had came from 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.
2. 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 dressing
ranks than a tactical maneuver. Also, one has to take into account player error
in a way that historical generals didn’t.
3. 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 align for free.
4. 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 inside edge contact and not the corner. Which is it? We decided corner to corner based upon
the explanation under "Roman Drill" p.23, which seems to indicate
that. Also, as the game mechanics are designed for 40mm square bases, it fits
the flow of game mechanics in an obvious way.
5. 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 the unit is "Free Facing" which includes light
troops but not battle cavalry.
6. Things Come Undone p.15. The rule says you must put 1 DMZ on 25 or 50% of your units as your Morale Clock runs out. 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 manoeuvres [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 off its Demoralization.
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", AoH 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
1)
QRS is missing lots of important data,
like...modifiers! I made my own. I actually have two, one based upon the Rules as Written
and one with my [small] changes to the rules.
2)
Don't like that Leaders can't move in the Rally
Phase to Attach to a Unit and help Rally it; it is dumb luck if your leader is
attached to a unit that needs help rallying.
3)
Don't like that Units destroyed by skirmishers
don't count against the Morale Clock [hey, what about those elite Spartans defeated by
Skirmishers at Sphacteria? Too bad they weren’t playing AoH!]. I agree that dead
Skirmish units should NOT count against the Morale Clock.
4)
Don’t like that a couple of the movement mechanics
use 1”, while most of the movement is oriented around Base Widths / Base Depths
[with square bases, these are the same]. Strongly recommend making all 1” movements 1BW for smoother
play.
5)
Markers...you must have them. What you choose will
affect table appearance and must not fall off easily or get lost. Some people
don't like markers.
6)
You need to track Demoralizations acquired during
the player turn; we hand each other coloured beads [so if I'm red, and you inflict a DMZ on my unit, I
give you a red bead]. This is not a big deal, and it is sort of
fun.
7)
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 am fine with this. Some are not and just want it to play
"straight out of the box".
8) Not much support from authors, including the Little Wars TV Facebook page which is pretty quiet. However, there is an Age of Hannibal Facebook page which is pretty active to get questions answered [I visit it periodically]. LWTV also has this on the main website: https://www.littlewarstv.com/aoh-support.html
How to Win
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.
So with the difference of one and identical units / situation, Blue takes a DMZ.
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.
In the event, he only rallies one off.
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 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!
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!
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.
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.
Unfortunately, Blue loses both combats!
Mopping up scattered Carthaginian cavalry...
Outflanked Cavalry above, javelin contest below favors the Romans in the rough.
If it says "decide" then doesn't that imply the winner of the die roll has a choice, as you are deciding from a set of choices?
ReplyDeleteWell, the actual quote is "players now roll off to determine who deploys first or second" so I have seen that both ways - high roller deploys first [like it or not...it's random] or high roller aka "the winner] can choose. It actually doesn't say. Personally, I favor "winner chooses" as it implies that one side got enough of an edge [i.e. a winner] to at least see the other guy first. There is at least no doubt about that - one is first, and I think it is an advantage to go second.
ReplyDeleteGreat read! What changes did you make to skirmishers?
ReplyDeleteDaniel, glad you liked the review.
ReplyDeleteTo make it more realistic, I'm using skirmishers more as mobile landmines. They can move around, but they do not stop non-skirmishers from moving thru them they - just get a shot and are removed. Depending on the period and the type of skirmisher, I either leave them off the board or I place them back in camp from which they can move out again once they pass a morale check.
The better sort of missile troops are really Light Infantry like Peltasts. Hope that is helpful.