Last week we worked on heroes and
hordes. This week I want to look at the role of the General. It's
proposed that Generals like monsters, heroes, artillery etc. come in
grades. Unless you've got a lead-from-the-front type, what are they
to do?
My idea is that the general can
influence troops to move forward in a line. Sounds simple doesn't
it? Works well in you-go-I-go games, but in an action/reaction game
they tend to drift apart. So-.
Let me define my idea- this is mine,
not an official rule. Got that? OK, lets go:
A General has a rating. This rating is
2-8. Now I think the lower (2-4) rating is ideal for a
lead-from-the-front type general.
Suppose each rating refers to the areas
of control. So a rate 6 general can control 6 areas. This may be a
line, double line with an area gap, wedge, clump or block. You can
think of this as a blowing of horns, waving of flags, messengers
bombing about, officers yelling. The enemy can see that there might
be a wavering in the line and focus there-.
Thinking of a couple of examples:
Harold had good control of his central Battle at Hastings, but less
control of his flanks. Alexander was a lead-from-the-front type of
guy, had control of his immediate forces but relied on excellent sub
commanders for the majority.
In game terms, my idea 1)
A general at the start of his round
rolls (different colour) dice equal to his rating. These are
distributed to terrain blocks (if empty, tough) in his area of
control IF those troops are unlikely to get into combat as a result.
The end result must be a formation, so all move forward either 1 or
2 in open ground or 1 in rough. The odd monster or hero that goes
dashing off- that is the nature of the beast!
Now each unit rolls 1 extra dice as it
is activated. If drilled, 2 dice are rolled and the worse
disregarded. If there is more than 1 unit in the area, they share the
generals dice unless a monster, hero or personality.
These 2 dice are its activation. Any
reaction is passed over as normal. Any unit getting out of line can
be pushed forward.
Other units can be activated before or
after the generals line-move.
Now let's try it with different
generals.
Didn't Work – bit too
complicated. Simple it down. A grade 6 general suggest adds +1 to
roll of troops (not heroes, personalities and monsters. Artillery a
“wonky yes”) in 6 defined areas. Everything else as normal.
Needs a marker. This should take general 1 activation as requires
physical order giving.
You see than I'm developing the idea of
a combined group- usually infantry and skirmishers in an area to
combined units under the command of a general. I think it helps if
you “role play” the motivation and character of the general, see
below!
The plot
I'm guessing, oh my learned cohorts,
that a lot of you have played RPG's? New group, new adventure, the
DM throws in a brawl so everyone can get see who'se who? Our Homer
used the same plot device. On the way over the army leapfrogs in a
series of raids.
I cannot help but think of the Dieppe
raid of WW2, initially thought of as a disaster but then we learn its
sole purpose was an enigma machine. So with that in mind let's look
at the raid on Mysia. A small island that took on the might of
Achaean Greece and ground them to a stalemate!
What little we have concentrates on the
final part of the battle, so that is where our revels begin.
The Generals were Ajax, Achilles and
Odysseus. What a combination. I can see Ajax in the middle of the
front rank, keeping the spearmen in place. Achilles no doubt had the
centre and Odysseus the flank.
We start at the point, for convenience
off-table, Ajax has killed the opposing sub commander (I guess)
Teuthranis, half brother to the king Telephus. He gets narked and
breaks the Achaean line.
This gives us a clearer image. A solid
wall of spear. Achilles with his Myrmidons, chariots and support
troops in the centre. On the flank stands Odysseus firm, facing the
wrath of Telephus. In practical terms, having pushed the line back
Telephus is heading for the gap to break the last group holding out.
Meanstwhile Achilles is doing a Patton.
So, he takes it out on Odysseus after
Ajax does the deed. I'm presuming that there is where the break is.
Achilles in no rush as usual, plugs the gap. Odysseus is exposed but
fresh. Got it?
The Achaean Invaders
(my) Left
Units 8 Spearman, 4 2 5 Pikes,
Drilled 18 x 16 = 288
(I'm presuming that these have taken
some damage and start disordered, plus they've lost their skirmishers
and separated from any general's control.)
Centre
Achilles (lead-from-the-front) General
L3, 3 3 6 Hero, Shoot3, 4lives
Myrmidons 6
Skirmish javelin 4 1 5 Skirmisher,
Shoot1 15 x 4 = 60
Skirmishing archers 4 1 4 Skirmisher,
Shoot1 4 x 12 = 48
Seapeoples warband 8
Skirmish javelin 4 1 5 Skirmisher,
Shoot1 15 x 4 = 60
Skirmishing archers 4 1 4 Skirmisher,
Shoot1 4 x 12 = 48
Chariots 2 L3 4 2 5 Chariot Shoot2 2
lives ? 80
Far Right
General Odysseus Level6 3 2 5 Hero,
Inspiring leader, 2lives, General ? 75
Skirmish javelin 4 1 5 Skirmisher,
Shoot1 15 x 4 = 60
Skirmish archers 4 1 4 Skirmisher,
Shoot1 12 x 8 = 96
3 areas: Skirmish javelin 4 1 5
Skirmisher, Shoot1 15 x 4 = 60
Drilled Spear &Tower Shield 4 2 5
Pike Drilled 8 x 16 = 128
Chariots 2 L2 4 2 5 Chariot Shoot2 2
lives Fast? 60
Chariot runners 4 1 5 Fast 2x2 = 4 x
9 = 36
Skirmish javelin 4 1 5 Skirmisher,
Shoot1 15 x 4 = 60
Archers 8 4 1 5 Shoot 2 8 x 15 =120
Approx. 1,500
Locals
Right flank
Units 8 Spearman, 4 2 5 Pikes,
Drilled 18 x 16 = 288
Heroic Charioteer 3 3 5 Chariot, Hero,
Dev charge, Fast, 2lives 39
Skirmish javelin 4 1 5 Skirmisher,
Shoot1 15 x 6 = 90
Centre
Chariot sub General
Units 8 Spearman, 4 2 5 Pikes,
Drilled 24 x 16 = 384
Left
King 3 3 5 Chariot, Hero, Dev charge,
Fast, 2lives General 4 75?
2 Chariot Heroes 3 3 5 Chariot, Hero,
Dev charge, Fast, 2lives 39
Household militia 4 2 4 Sh1 Drilled,
16 x 14 =224
Household archers 4 1 5 Sh2 Drilled, 17
x 12 =204
Household Skirmishers 4 2 4 Sh1
Drilled, 12 x 15 =180
Approx. 1,500
The Game.
I set everyone up
in danger-close. No set-up, no substitution just a 2
hour-crunch-fest.
I got the
initiative and with the theme of Achilles advancing to plug the gap,
he formed a line and advanced. Now came Odysseus. Bum, my method
not good and a slow advance, while Tony didn't take the initiative,
content to advance his line by reaction.
First clashes, my
skirmishers clash with Tony's household skirmishers. Outclassed they
go down. But not before a chariot hero tries his luck against some
javelins, coming of worst and dead.
Spear vs household
spear, again I go down in flames, the 3 survivors go back in
disorder.
Clash of Sea
peoples against spear and for once win! Their Myrmidon brothers
don't fare so well.
Now this has left
a big hole in the centre. Tony's last chariot hero sees the gap and
goes for it with 3 activations. This, with no reactions to stop
him!, gets him all the way to Odysseus. He runs the general down,
but dies (as usual) in the attempt. Morale. Oh joy. Most go back 1
but I lose some skirmishers.
Now its Achilles
turn. Seeing a clear run Tony's last chariot hero goes for Achilles.
Both fail in javelin exchange and plow in. The Hero dies, but he's
stripped 2 lives from Achilles. Now the sub-general throws in his luck, but goes down as well, but takes another life! Emboldened, a spear unit charges him
and despite losses kills him. Morale. Not much left, some
skirmishers go back-.
Now my back is
against the wall. No command. I hit spears with chariots, do a fair
bit of damage but 1 life back, chariot retreats in disorder. But so
is the spear, but I don't manage to follow up.
Tony's skirmishers
make a fighting withdraw against one of my spear and cause a LOT of
damage.
At this point Tony
decides that a general withdraw is mooted.
Wow.
Very fast, intense game. We keep forgetting to take pictures as the
pace, you get into a rhythm. Felt right.
I'm
still vague on which plus – chariot/hero/general to use, what
overlaps. This, I believe will be addressed in the next beta set.
Next
time we swap to Feudal Japan and look at monsters. All Monsters Must
Die!