Thursday, March 24, 2022

Byzantiad - Some Campaign ideas...

 


Work on the Byzantiad campaign moves along; yesterday was productive of ideas. My thanks to those who have made suggestions. The fruit of those might be seen in the following.

First: the map now in its third or fourth incarnation. This has been simplified down to 'battle-boxes' with links (thanks to Neil Patterson for the idea). Additional places are present because I simply haven't removed them. 

'Byzantiad' Campaign Map Version 3.2

This is designed to be a solo campaign, but there is no reason why, say, fifteen like-minded types can't get together for a multiplayer sort of game. The purport is that of an empire in a continual struggle for survival, in the face not only predatory and parasitical neighbours (who no doubt view the Empire in the same light), but also against corruption and treachery within. Surrounded by eight potential enemies, the empire must guard its frontiers with armies built for the purpose. In the heart of empire more powerful forces stand ready to defend any breaches in its outer defences.

For their part, those eight 'barbarian' peoples, two or three at least with claim to civilization, eye hungrily the  richesses of the Imperial lands and cities. At the same time they fear Imperial ambition to expand into their smaller realms and territories. On the other hand, they know that, in its dealings with its neighbours, pays well to set one against the other...

This need not be a campaign of the one against all eight. My own armies - especially the 'Barbarians' are quite limited. I have no Fatimids at all, nor Armenians. Some of the others, Lombards/ Normans, Rus, and Seljuks can be plausibly represented by 'ring-ins', and my Bulgar Army doubles as Abasgians. My 'sample campaign', when I begin it, will probably be confined to the Empire west of Constantinople - quite sufficient to be going on with! 

Apart from the Byzantine Empire we have:
  1.                                                   1. Lombards/ Normans

  2. Bulgarian Empire
  3. Pechenegs
  4. 'Kievan' Rus
  5. Abasgians/ Georgians
  6. Armenians
  7. Seljuks
  8. Fatimid Egyptian
The Byzantine Empire (Purple) is the 'central player' in this campaign, surrounded by enemies and potential enemies. The Green is the Bulgar Empire; and the others are various realms, territories etc home to different peoples.  

Movement is carried out between locations represented by boxes via the coloured routes between them.  Dotted sea lanes allow for the inclusion of a naval component, or at combined operations.  

Inside the Byzantine Empire, the boxes with stars are home to 'provincial' governors, each with an army of under command. These armies are provincial, gathered from the regional 'themes'.  The governor of Nicaea is called the 'Domestic of the Schools'. His army is more Imperial - 'Tagmatic' - in nature, with better quality troops. The six-pointer star at Constantinople signified the Empire's capital, where lies the main Imperial army and its elite troops such as the kataphraktoi and Varangian Guard.

Inside the Bulgar Empire, the capital is represented by the white star.  

Except the Rus, all the other peoples' territories are represented by 3 locations, mostly cities, but in the case of the Pechenegs, by laagers. The White Star cities are the objectives of any army that essays the conquest of the territories associated.

Each 'people' has associated with it a measure of it hostility towards the Byzantine Empire.  This level ranges from 0 to 7:

0 = Allied with, or in the pay of Byzantium against a neighbouring non-Byzantine country.
1 = Friendly towards Byzantium
2 = Neutral
3 = Neutral
4 = Neutral
5 = Neutral
6 = Hostile, will undertake a raid into the Empire
7 = Hostile, looking to conquer Byzantine territory

The starting friendship/hostility stance is to be diced for by every power at the beginning of the 'Campaign'. Each campaign turn all countries roll, with their current stance being modified according to the scores:
1,2 = subtract one from the friendship/ hostility stance
3,4 = no modification
5,6 = add one to friendship/ hostility stance.

The Byzantine Empire itself will have certain attitude towards the surrounding 'barbarians'. The dice are rolled as before for each 'barbarian country':

0 = Allied with, or the client state of, the Byzantine Empire
1 = Friendly 
2-5 = Neutral
6 = Hostile, Byzantine undertakes a punitive raid upon the enemy country (The Emperor orders local provincial governor to carry out a raid to the enemy 'capital').
7 = Hostile, The Domestic of the schools OR the Emperor himself takes the field, the objective to add to Imperial territories.

This stance, however, is not diced for any neighbour that exhibits friendliness or hostility towards the Empire.
Trapezetai



 Army Lists:


Battles may be fought under any rules regime, but for now I'll be looking specifically at the battles under the FP3x3PW set, for which the following lists are designed.







Byzantine Provincial (Thematic) Army:
Commander: Provincial Governor
3 x Thematic Kavallarioi regiments - Cavalry, lance bow (some may be 'poor')
1 x Skoutatoi regiment - Infantry, spear, bow
1 x Hyperkerastai regiment - Light Horse, bow OR Kavallaroi
1 x Peltastoi regiment - medium Infantry spear, javelins OR Prokousatores - Light Horse, lance, bow

Byzantine Imperial (Tagmatic) Army:
Commander: Domestic of the Schools (δομέστικος τῶν σχολῶν)
3 x Tagmatic Kavallarioi regiments - Cavalry, lance, bow (one may be elite)
2 x Skoutatoi regiments - Infantry, spear, bow
1 x Prokoursatores regiment - Cavalry, lance, bow

Byzantine Imperial (Tagmatic) Army:
Commander: The Emperor


2 x Tagmatic Kavallarioi regiments (one may be elite)
1 x Kataphraktoi regiment - Extra-heavy Cavalry, mace, lance, bow (elite)
1 x Varangian Guard regiment - Heavy Infantry, spear (elite) 
1 x Skoutatoi regiment
1 x Trapezetai regiment

1. Lombard/ Norman
Commander: King or Duke
3 x Charging Cavalry, lance (one may be elite)
2 x Spearmen
1 x Bowmen


Normans ... or maybe Lombards.


2. Bulgar Empire:
Commander: Kavkhan, OR the Tsar if objective is conquest or defence of the realm
2 x Cavalry, javelins, bow (one may be elite)
2 x Spearmen
2 x Light Horse Archers

3.Pechenegs:
Commander: Khan
1 x Heavy Horse Archers, javelins, bow (elite)
4 x Light Horse Archers, bow, possibly javelins
1 x Bowmen OR War Wagon

4. 'Kievan' Rus
Commander: Prince of Kiev
1 x Axemen or Cavalry, lance (elite)
4 x Spearmen
1 x Spearmen or Axemen or Light Horse 

5. Abasgians/ Georgians
Commander: Prince
2 x Charging Cavalry, lance (one may be elite)
2 x Spearmen
1 x Bowmen
1 x Light Horse Archers (javelins, bow)

6. Bagratid Armenian

Commander: Prince


1 x Charging Cavalry, lance (elite)
1 x Cavalry
1 x Light Horse Archers
2 x Spearmen
1 x Bow Light Infantry

7. Seljuk Turk
Commander: Sultan
1 x Heavy Horse Archer, javelins, bow (elite)
4 x Light Horse Archer
1 x Light Horse Archer or Bowmen or Bow Light Infantry

8. Fatimid Egyptian
Commander: Appointee of the Fatimid Caliph
2 x Cavalry, lance, bow (one may be elite
2 x Spear/Bow Foot 
1 x Loose Order Spearmen 
1 x Light Horse Archers


Bulgars? ... or Abasgians?


Revolt in the Provinces:

In the absence of any other activity, there is a chance of one (or more) of the provincial governors to take into his head that he would look good in purple. There are two possible ways to discover whether a given star city is governed by one harbouring imperial ambitions.

(A) Roll (1D6) for each star city, a 'six' signifying the revolt of that governor, who will then, of course, set out with his army to take Constantinople.  This could result in more than one revolt going on.

(B) As with the neighbouring countries, roll for 'loyalty'. A 'six' will mean open revolt and a declaration of independence. This army will defend its own city, and undertake no other activity, even if 'ordered' by the Emperor. The number thus assigned will be adjusted up or down as before. If the number reaches 7, the governor is bent upon usurping the Imperial throne. 

When a provincial governor is in open revolt one of the Imperial Armies will set out to recover the province's loyalty. It it happens that the Domestic of the Scholars is the serpent in the undergrowth, then the army sent to deal with him is to be sent from Constantinople itself.

...
Palace Coup: 

It is also possible that treachery lies at the very heart of the Empire, within Constantinople itself. The Capital begins with a loyalty factor of '1'. If it ever reached '6' there is a revolt in the city. This may result in a battle within its walls, or the Emperor will flee to the nearest friendly army to try and recover his crown. I've deliberately made this event pretty unlikely, in the short term at least, but all these numbers will be subject to tweaking if it is discovered that there is too much going on ... or not enough.

War at sea:

Only the Byzantines, Fatimid Egyptians and Rus have sea going navies. The Bulgars may have a riverine navy of sorts on the Ister (Danube) River. The Lombards (or Normans) may acquire a navy if they conquer the Byzantine hold on Italy. Sea going travel is by the dotted lanes on the map.

I drew this sketch of a Byzantine dromon back
in 1988, from a postcard picture original.

  
There will be no sea battles (at least until I acquire enough suitable vessels), and it seems unlikely that the Rus navy is designed for sea going battles anyhow. The Byzantines have a huge advantage with their Greek Fire. So far the plan is that the sea lanes are used to mount army landings upon islands of Crete or Cyprus, and/or for transporting troops across the Strait of Otranto.

Battle between Bulgars and Byzantines 
on my 10x10 square grid table

Loss of a governor's city:

If a Byzantine 'Star City' - the centre of local government is lost, the Emperor may order the Domestic of the Schools to recover the place, or set out himself to do so. Given the particular vulnerability of Thessaloniki, this is is mandatory to set up a sequence of battles should the place be lost in the first battle.

To come:
1. Tweaks to the Fall of Rome (FP3x3PW) rule set.
2. 'Sample' campaign.


 


14 comments:

  1. I love it so far! You could abstract navel combat, resolving fleet actions. High roll wins, ties mean both fleets withdrawal and if one side more than doubles the other the enemy fleet is destroyed. To reflect Byzantine navel superiority they could be given the advantage of rolling two dice and taking the highest roll. I've used this system before and it has worked well, for land battles as well.
    Quick question, will your campaign turns be annual?

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    1. Hi Mark -
      I think the campaign turns will be more like months - actually, I was thinking weeks.

      The possibility of naval battles may have to be thought through, but I am anticipating such encounters to be pretty rare.

      Now that this last paragraph has given me pause, I may fetch up with 2 movement scales, a 'global' time scale that determines loyalties and enmities, and a 'local' time scale by which individual campaigns are fought out. That has yet to be determined.

      As a FP3x3PW set I'm going with the general '2-kills-and-you're-dead' scheme, but will have to do some tall tinkering to 'fit' the several troop types into the scheme. That will be the subject of my next posting.
      Cheers,
      Ion

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    2. Maybe annual turns for the strategic level, who's at war with who etc. And seasonal turns for the campaigns. With all the battles in a particular campaign taking place in the spring for example? I'm looking forward to the next installment.

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  2. This is all very impressive, and an interesting education about a period I'm not very familiar with.

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    Replies
    1. Thank you, Martin -
      It is one of those areas of history that has long interested me - the Byzantine Empire from c900 - c1200 AD. The Fourth Crusade (1204AD) is one of the saddest events the history of sad events can show). I can't say my library is very extensive, but I have recently discovered that a 'Skilitzes' in translation is available. VERY tempted to get a copy.

      If Byzantine history is of interest to you, you can always dip your toe into into it with Robert Graves's biographical novel 'Count Belisarius' (based upon Procopius's 'History of Justinian's Wars' and 'Secret History' - I rather suspect that the 'Secret History' was Procopius practising being Suetonius).
      For all my interest in the period historiographically, it's not one I war game much,
      Cheers,
      Ion
      Cheers

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  3. Replies
    1. Cheers, Maudlin Jack!
      I was hoping the thing wouldn't get the Morecambe and Wise 'What do you think of it so far?' treatment... (grin)
      Cheers,
      Ion

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  4. Thank you for the acknowledgement.
    I've found the "linked boxes" method for campaigns is simple and elegant. It removes the necessity for faffing about with movement rates; if close terrain which slows movement, just add in more boxes so it takes longer to use that axis of advance.
    It also removes the idea that armies can move anywhere; the same routes get used again and again for very good reasons.
    I cannot take credit; GDW used in a couple of boardgames and it was successfully transferred to Volley & Bayonet as well as Command Decision campaigns (see Race to Tunis).
    You can introduce variable movement (say between 1 box and three) as well as supply (1 supply counter for each box moved) which builds in supply routes, cutting the same. For this campaign you could introduce living off the land to gain supply counters for the nomads, with the option of scorched earth to negate the same.....
    Neil

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    Replies
    1. Neil -
      You get the credit for reminding me. I have just just a campaign map for the American Civil War among my ... erm ... archives.

      The distances being fairly vast (I've travelled some of the area, including the 23-hour 'Hell Train to Thessaloniki' from Istanbul) I'm disinclined to do 'variable movement', unless I introduce the all mounted 'flying column', permitted to travel 2 boxes.

      Those other ideas I think would be better suited to a more complicated campaign in which the battles are fought with more units and on one of my larger boards. The 3x3 system with which I'm beginning this project, having the standard 2SP per unit, doesn't offer a lot of wiggle room for attritional effects.

      Having said that, I did consider a deck of event cards to determine much I've what I've covered in this article, but also other events besides (peculation in treasury, famine, earthquake, piracy at sea - all sorts). But for the time being I've set those aside in favour of the method I've chosen here.

      Incidentally, the boxes have no fixed terrain - they will be randomly generated come the battles. Except one. If there is to be an uprising/ insurrection/ palace revolt in Constantinople, the whole 9 squares will be 'BUA'. It so happens I have a nice National Geographic 'map' of Constantinople and its areas of interest. I can't really see my making a miniature Hagia Sophia, though...!
      Cheers,
      Ion

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  5. You’ve certainly made some decent progress there Ion.
    Regarding movement - armies would almost certainly find travel easier/quicker in their own lands, whereas if you are moving in the territories of your enemies there should perhaps be some “risk” involved - ambush, wells poisoned, unfamiliar terrain (such as, for example, unexpected marshy ground, “narrow” passes through hills etc). You could mitigate against, say, ambush by travelling at a slightly slower, more cautious speed or sending out more scouts - but there’s the risk scouts may be attacked by enemy forces. I tend to think of this as “risk management”, so the (solo) General assesses the potential risks and likely gains and you throw dice and just accept the outcome. You might “get lucky” but then again your horse might stumble and you end up with a broken leg.
    In addition, where the (solo) General considers, say, deployment of troops in ambush then you might want to throw in some randomness.
    For example - not necessarily FP3X3PW specific - you decide to have a single (1) element of troops in this role. Let’s imagine there are 2 woods on the battlefield. Place a token in each of the woods.
    On a sheet of paper, give a percentage chance to the likelihood of the element being hidden at that specific location. Also give a % chance to the element being placed (near the rear of the battle-line) “in reserve”. The total percentages will add up to 100.
    Let’s say wood A has 40% chance, wood B a 30% chance and the reserve has a 30% chance. Then throw your percentage dice for each “location”.
    FOR EXAMPLE:
    If the first dice score is 25 then great - there’s an element of troops hidden at that location. If the second dice score is 80 then there are no troops hidden there. If the last dice score is 15 then we’ll done, there’s also an element hidden in reserve at the rear too.
    So, your dice scores could all be very high and then it’s tough luck, there are no troops hidden at any of the locations. Alternatively, your dice scores could all be astonishingly low and then you’ve been lucky enough to have troops at each of the locations.
    The only slight drawback, of course, is that it does mean that you may need to find some extra troops for the battle - but when has that ever been a problem for most wargamers, eh?
    Half the fun of solo wargame campaigns is that they can be whatever the heck you want them to be.

    Cheers,

    Geoff

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    Replies
    1. Hi Geoff -
      As with Neil's suggestions, I reckon yours would be more suited (maybe) to a much more detailed campaign involving larger numbers of figures and units. It would certainly offer a more useful role to light troops, which - especially the light infantry - don't get much of a look-in in a 3x3 game with 6 fighting elements.

      Having said that, the idea of a road winding through a 3x3 board, with woods either side, and column attempting to pass through does suggest an interesting 3x3 scenario. I may just give it a try!
      Cheers,
      Ion

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    2. H'mmm mountain passes. The battles of Myriocephalon and the Gates of Trajan come to mind...

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  6. Your talents have no bounds Ion. That sketch is sensational!
    Regards, James

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