Yeah man! This is more like it cuz it's More Better!
Why settle for 9 units when you can have 22??
The obvious next step in the enjoyable journey of getting to know Dominion of the Spears [CLICK] is to jump into the Big Battle rules in the Designer Notes [p.29]. This gives better "feel" as it widens the center so it feels more like a large battle line. My choice was to go 5 wide with a Reserve Sector, so 6 total Sectors a side.
However, I also wanted to try out a "clash of light troops" at the start, as a sort of "Act One" of the game narrative. So both Armies had three units of light troops fight it out before the main clash of battlelines. The sole purpose of this is to see if one side got any advantage out of it by taking out a battle line Unit. History tells us this is the purpose of light troops [in addition to being camp servants], so I wanted to model that somehow but without changing the game.
Polybian [Republic] Roman Army - 10 Units, 30 Points:
3 x Elite Armoured Melee Infantry - Principes [brown] and Triarii [red]
2 x Melee Infantry - Hastati [blue] and Italian Allies [white]
2 x Melee Mounted - Equites and allied Italian Cavalry [white]
3 x Melee Infantry - Velites
Deployment of the Romans is in order listed above, from the back. The red Triarii are in Reserve.

Carthaginian [Hannibal] Army - 12 Units, 30 Points:
2 x Missile Infantry 1 x Melee Infantry - Balearic Slingers and Caetrati
3 x Melee Infantry - Gauls [left] and Spanish Scutarii [brown] in center
3 x Melee Mounted - Spanish, Gallic, and Numidian Cavalry
1 x Melee Mounted Armoured - Elephants [right]
2 x Melee Infantry Armoured - Libyans [reserve]
Deployment of the Carthaginians is in order listed above, from the back, with cavalry on the wings [elephants on right of battleline].
Reserve Sector is Numidians, 2 x Libyans, and Spanish Cavalry.
In the clash of light infantry over 2 Rounds, Carthage was bested despite having the advantage of going first with their Missile Infantry, the Balaeric Slingers. Below, you see the advance of the entire Roman Army, led by the two surviving units of Velites. Now, however, the Velites will fight the Carthaginian main battle line to see if they can take out a unit before being "removed" [retiring to the rear after a job well done].
And they do very well for themselves, indeed! They take out 2 x Melee Infantry before being themselves "destroyed", a Gallic and a Spanish Scutarii. Hannibal will have to commit his Reserve Libyans!
Second Round of Battleline Combat. Elephants destroy Italian Cavalry, Principes and last Scutarii mutually destroy in center Sector, Gallic Cavalry destroy Equites. Libyans held their own against the Italians and Hastati.
With no other choice, Hannibal commits the Spanish Cavalry to hold the Center Sector, and the Romans commit a Triarii to the Center [I forgot to commit the other Triarii against the Elephants on the Right, however].
The Libyans fail to destroy the Triarii with a Flank attack, but the Spanish Cavalry destroy them and pursue them off the battlefield [both destroyed, actually].
Gallic Warband knock out the Hastati - a '6' destroys anything.
The Might of Carthage now faces a lone Triarii! The game ends as the Romans have 0-1 Unit, and less than Carthage.
Well, that played quickly and enjoyably, so I had to have another go!
Gallic Warband knock out the Hastati - a '6' destroys anything.
Obviously, I messed up the reinforcements, as the Triarii would have held against the Elephants and saved the Italian Foot. But the loss of the Hastati - who were also Flanked by the Gallic Cavalry - and the Numidian Cavalry reinforcing the center would still leave the final Roman Units badly outnumbered and likely to lose.
Despite the rule mistake, a great little game, probly took about 15-20 minutes to set up and execute. Dominion of the Spears really shines with an expanded center, and what I will keep as an Optional Rule:
Clash of Skirmishers
The Skirmishers form opposed battlelines in the center. They fight until one side has all Units removed [retire to rear]. Remaining Skirmishers of the winner then fight until removed against the enemy main battle line sectors normally, until they are also removed [retire to the rear]. After this, the main battlelines clash as normal.
Without using any special rules, this "battle before the battle" doesn't just enhance the narrative, it provides an opportunity for Lights to affect the main battleline fight that is next. While it didn't work out for the Romans since they lost 3-1 in the first Round, followed by being outflanked on their right, it could easily have gone differently if the Carthaginians had fewer Reserve Units.
************************************** Second Big Battle **************************
Again, the Velites managed to win. They then fought the Gallic warband in the main battle line...
...and mutually destroyed them.
This required a Libyan Infantry Unit to be deployed from the Reserve.
This required a Libyan Infantry Unit to be deployed from the Reserve.
In the following Rounds, the Carthaginians bested the Italian Cavalry on the right, but lost in the Center and Left Flank Sectors.
These holes were plugged with Reserves, but the elite Principes and Triarii showed their worth, defeating the Libyans and Elephants [respectively] after the cavalry mutually destroyed each other. Below is the final Round Battle Line Matchup!
Amazingly, the Spanish Cavalry destroyed the Triarii, but no surprise that the Scutarii didn't survive the frontal attack of the Italian Allies, followed by Flank Attacks from the Hastati and Principes. Game over, man, Game Over!
Amazingly, the Spanish Cavalry destroyed the Triarii, but no surprise that the Scutarii didn't survive the frontal attack of the Italian Allies, followed by Flank Attacks from the Hastati and Principes. Game over, man, Game Over!
I hope these posts show how much better this game plays with:
- the Big Battle version from the rules
- a deepening of both sides by a Sector, allowing a clash of Light Troops as the opening stage of the battle. This could easily be ignored if you feel that historically the light fight wasn't very impactful. However, in both my battles they destroyed a Carthaginian battle line Unit. Despite this, Carthage still won the first battle, only losing the second.
Next, I will be working on rules for the Generals. This will result in several more opportunities for player decisions, which is all this game really needs to check all my boxes at this point. Stay Tuned!
Jeez - there’s a lot going on there (significantly more units than a standard game, but not so many as to become unmanageable). It’s late at night here, so I’ll re-read tomorrow and post a further comment.
ReplyDeleteCheers,
Geoff
I have played a few 5 wide (and 7 wide) games of DoTS and they worked fine. But I do so like the quick 3 sector games! The pre-skirmisher battle is interesting. I have thought to do something similar (a pre-skirmisher battle) for my own rules on very small tables as there is not really room for skirmishers if you only have 6-8 units in total representing tens of thousands of soldiers.
ReplyDeleteYes, the skirmish units are in reality smaller, weaker units. One can either confine the results of the "Light Fight" to post-battle pursuit or allow them to attempt to affect the main enemy battle line. Overall, I regard this as more of a scenario tool than something one does in every battle.
DeleteUsing the standard 3-wide core rule battleline, I'd usually only allow Lights in the center, unless they are cavalry. Survivors could get one round of attacks at the main battle line but at -1 to the attack, so missiles hit on a '6' and melee units on a '5-6'. This makes it less likely for them to affect a main battle line unit at all.
Good stuff. A couple of comments/thoughts:
ReplyDelete#1 = I’m pretty certain the Reserve area isn’t regarded as a Sector (which are just the sectors of the main battle line).
#2 = Steve, the author of DotS, suggested the army points value should be 4x the number of sectors and with the maximum number of units as 2x the number of sectors. I reckon, however, as you’ve made a House Rule for an additional “Clash of Skirmishers” phase of battle then I can’t see any reason to stick to the theoretical army points maximum. That’s a rather neat idea 👍
#3 = In the two rounds only of Clash of Skirmishers some units may be lost/destroyed whereas others may merely be withdrawn (to the reserve), some units may even get opportunity for combat with the enemy main battle line so I might be tempted at the end of the 2 skirmish rounds to allow the “loser” to withdraw their skirmishers to the reserve area and for the “winner” to decide whether they also wish to withdraw their skirmishers to the reserve area or whether they wish to simply pull them back into the main battle line. Just a thought…
Cheers,
Geoff
Hey Geoff, thanks for dropping by and sharing your thoughts.
ReplyDelete#1. You're right - It's 3 Sectors aka "the battleline" p. 5
#2. Yes, since it's really a separate "phase" all that happens is the lights fight each other until one Side has had all it's Light Units "destroyed" [really, they've retired behind the battle line for a snack and bevvy in camp]. The Side that has any Unit's left then fights the enemy's main battleline until all it's lights are "destroyed". Obviously, if both sides mutually destroy each other's Lights, then there is no further fighting, and the battlelines clash as usual.
I really like this as it not only meshes well with history but in a very simple way handles one of the biggest game design issues with ancient / medieval rules, how to handle light / skirmish units. Most rules either make them too powerful, or too weak. There's a long discourse on this, of course.
Having the lights fight as 'normal units' against each other and then survivors fight the main battleline takes care of the issue with little to no fuss.
Note that I chose three units a side: one of 2 missile / 1 melee, the other of 1 missile and 2 melee, just to see what would happen. All were infantry. There's nothing to prevent you from having any combination of "lights" because they fight in a distinct battle phase until all are destroyed. Based on the history we have available, the lights can be confined to the center sectors or allowed into the flank sectors.
#3. Yes, if one finds that a particular army really did "manage" their lights, then one should offer these decision points to a general [I have added them to my list of things for generals to do - still working on that document].
If one finds them too powerful fighting 'normally', I'd give them a -1 fighting a main battleline Unit, and yes, even put them into the Reserve when they are 'destroyed' instead of removing them from the battle.
Again, depending on the history, we could make this 'battle phase' a larger or smaller event. Traditional Greek hoplite phalanxes clashing would probably have a structured psiloi 'phase' that afterwards has survivors headed to reserve after 1-2 rounds, and not fighting the main battle line phalanxes at all. When one side 'wins' pursuit would be determined by available psiloi and cavalry.
There's so many simple ways to spin it, it's amazing.