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A couple of moves into a recent battle between Byzantine and Pecheneg. The Byzantines began well, but were defeated in a bloody battle, losing 10SPs to 7. |
Lately I have been play testing my prototype 'Byzantiad' rule set for larger gridded tables (hex or square). The recent battles have featured Byzantines versus Pechenegs - and I'm here to tell you, the Pechenegs have been doing very well!
So well, withal, that I have had to take a long look at my combat factors and the mathematics of the combat mechanics. This has led to considerable changes. We'll start with the 'Stats Chart':
The Byzantine heavy cavalry units comprised 300 men (theoretically, of course) - 180 lances and 120 archers arranged in 5 ranks. At 1 figure to 50 men, that gives us a 6-figure, 2-stand unit. The exception is the unit of kataphraktoi (klibanophoroi, according to most sources, but I prefer the nomenclature of Nikephoros II). This unit formed a trapezoid something over 500 strong. Rounded, this allows us a 4SP unit. At the Battle of Silistria, the Emperor John Tzimiskes fielded two units of such kataphraktoi (as distinct from the heavy kavallarioi), but they were each only about 380-odd strong. I daresay I could split my unit into two separate wedges of 2SP each!
Now, this list fits in with the rule set I have in mind. This could be played on a field 6x6 or larger of squares, or a field of hexagons instead. Note that in the above list, distance is determined in 'squares', but hexagons is implied if played on a hex field.
This will be a kind of hybrid Portable Wargames/ Command & Colours set, using my system of combat resolution. We'll start with this. In combat, roll as many dice per unit as its Strength Points. The results to be:
1 = hit on artillery, vehicles, war wagons, fortifications, naval or camp.
2 = hit on cavalry (optional retreat or SP loss)
3 = hit on cavalry
4 = hit on infantry (optional retreat or SP loss)
5 = hit on infantry
6 = hit on infantry
Now, though theoretically the Byzantines at least fielded artillery, they don't actually feature in my armies. However, my Pechenegs will have at least one war wagon, probably two for a DBA-sized game (12 units a side).
- Each unit rolls 1D6 per SP for all shooting and close combat.
- A general with a separate stand accompanying the unit adds 1SP for combat, and 1SP for the unit.
- A general integral to the unit adds 1SP for combat only.
- The number of combat dice might be added to or subtracted according to target or circumstance.
1. Artillery:
I have given the artillery just 1SP. One imagines that if any enemy actually makes contact with them, they wouldn't last long. But even just 1SP shooting at long range is likely to do some damage before the enemy get close. However, it may turn out to be desirable to add +1 to shooting at all but light troops (foot or horse).
2. Unit Activation System:
I have extended the Portable Wargame unit activation system. After rolling for initiative for each IGoUGo turn, the side moving rolls for the number of units that may do something1 = median -2
2 = median -1
3 = median
4 = median
5 = median +1
6 = median +2
The result, if an army has, say, 12 units, is that it may move anything from 4 to 8 units, depending on the roll.
3. Close Combat:
...is initiated by moving the front of a unit to overlap a grid area containing an enemy. This counts as moving 1 grid area. If the combat remains unresolved at the end of the turn, it continues to be fought out in subsequent turns unless and until one or other side breaks off, is destroyed or retreats. The idea behind this is the notion of 'holding attacks' to pin the enemy down and/or to gain time to bring up reserves. The foot troops in particular are suited for this role; less so the horse.An attacking unit may follow up if the enemy retreats or is destroyed, and engage a second time in the same move. Whether the same opponent or a fresh one, there is no 'shooting before contact' for either side.
An attacking unit forced to retreat retires not only to the square it is attacking from but to the square behind it (you could think of it as retreating one-and-a-bit squares).
4. Size of Mounted Units:
At just 2SP, the horse will be pretty fragile for the most part, especially compared with close order foot. This is experimental, but I am hoping it will lead to more 'realistic' handling and effects.Extra double-stands to be added to the other red and blue-shield units. |
5. Shooting Ranges:
I have considered extending the shooting range for foot bows (any) and war wagons out to 2 squares (read 'hexes' if using a hex grid). However, I'm inclined to think that the action will be reduced to distance shooting only, with no one getting to close quarter grips. So no change - but something one might choose to experiment with.I have added 'Naval' who who might want to field galleys or dromons upon a waterway flanking (or, in the case of an opposed landing, say, or a 'Turnus at the ships' scenario in rear of) one's army. Mounted bows shoot out to 1 square only. Javelins 'shoot' only when about to engage in close combat (i.e. 'shoot before contact').
6. Army sizes:
The army sizes are tailored towards the size of the battlefield. I suggest that broadly speaking, the number of units should not exceed the number of 'squares' along a base line. However, in drawing up an army for a set unit count, one might find a considerable disparity to the Strength Points (SPs). One army - usually that with fewer SPs - may adjust the number of units to equalise the SPs.In my recent battles, the Byzantine Provincial Army has been represented by 9 units, at 25SPs (counting the 1SP commander). At nine units (1 heavy cavalry with army commander, 6 light horse archers and 2 war wagons) the Pecheneg army comes out with 4 fewer SPs (21 - this is counting the War Wagons as 3SP) than the Byzantine. So the Pechenegs get a seventh and eighth light horse archer unit.
These battles have been fought on my 10x10 square grid, for which the 9-unit standard seems to have been a good 'fit'. The standard army size for my hex-grid table will be 12 units (though the Pechenegs will more than likely have 14!)
Battle One:
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Two moves in, the prokoursatores contact Pecheneg light horse archers... |
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... where forensically precise horse archery wipes out the entire Byzantine light horse unit (threes required: job done) |
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Pecheneg left wing versus Byzantine right |
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Heavy losses on both sides, but Byzantines can't quite make up for that opening disaster |
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The exhausted Byzantines draw off in good order... |
A decisive Pecheneg victory, though a costly one: Pechenegs lose 7SP, the Byzantines 10.
Battle Two:
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Opening moves: Pechenegs push war wagons to the fore |
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Byzantines seize the ridge, and occupy the woods |
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Pechenegs engage the whole of the Byzantine right and centre... |
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Byzantine horse under heavy pressure |
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Byzantine counter attack does some damage |
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Mutual blood-letting... |
Next time: 3 more battles...