Wednesday 22 July 2020

The skirmish at Neopolis

From "A History of Magna Grecia and the Italiot Wars" by Pewcidides of Neopolis.

Causes of the War - The Affair of Testicleas 

The city of Neopolis stands in the bay of that name, in the shadow of the Mountain of the Fire God Vesuvio.  Its vicinity is inhabited by the Campanians, an Italiot people of the Oscan tribes.  The place is a colony from Vibros, founded by Phallus, son of Eroticus, who had according to ancient usage been summoned for the purpose from Dildos, the mother city.  The colonists were joined by some Dildonians, and others of the Dorian race. 

Now, as time went on, the city of Neopolis became great and populous; its name in the Oscan language being Napoli, but falling  prey to factions arising, it is said, from a war with her neighbours these barbarian Oscans, she became much enfeebled, and lost a considerable amount of her power. The last act before the war was the expulsion of the nobles by the people. The exiled party joined the barbarians, and proceeded to plunder those in the city by sea and land; and the Neapolitans, finding themselves hard pressed, sent ambassadors to Vibros beseeching their mother country not to allow them to perish, but to make up matters between them and the exiles, and to rid them of the war with the barbarians. 

Bellendus, Former Tyrant of Ichyas

The ambassadors seated themselves in the temple of Lesbos as suppliants, and made the above requests to the Vibrans.  These city fathers turned to the Strategos Bellendus, recently exiled from Cyprus with his Band of Companions.  Bellendus was reportedly "not keen at all mate," but the supplication was well received by Testicleas the Smaller, close friend and sworn companion of the Strategos.  With Testicleas saying he was "Well up for it," the supplicants of Neopolis arranged payment in drachma to the Strategos, and a nice backhander to Testicleas.

In two great warships the Strategos and his companions sailed for Italia, having been joined by Young Phallus son of Butplugius and younger sons of the Mother city, keen to make war in these new lands.


The 26 Weeks of the Campaign Season

The Ides and Sacrifice to Ares  

 Anthesterion/March   

Week 1

Week 2

Week 3

Week 4

Elaphebolion/April     

Week 1

Week 2

Week 3

Week 4

The Spring Omens of Persephone

Mounuchion/May       

Week 1

Week 2

Week 3

Week 4

Thargelion/June          

Week 1

Week 2

Week 3

Week 4

Skirophorion/July       

Week 1

Week 2

Week 3 up

Week 4

The Festival of Summer

Hekatombaion/Aug   

Week 1

Week 2



Adjust the number of dice as follows:

 

Leader in combat 

+1D6 per status

Any Signa Cards Added 

+1D6 per Card

Drilled Troops in Open Terrain with enemy in front 

+2D6 per Group

 

Troops in Close Order Phalanx in open terrain with enemy in front

+2D6 per Group

Each supporting group over 50% strength  

+3D6

Won last round of an unbroken Combat by +1 or more 

+2D6 per group

 

Each 2 points of Fervour on fighting Group 

+1D6

Each 2 points of shock on fighting Group 

-1D6

Ferocious Charge, first round only 

+2D6 per Group

Aggressive Attack, first round only 

+2D6 per Group

Enemy is Braced or in Shieldwall (1st round only) 

-2D6 per Group

Group has ‘Shields Up’ in 1st round of combat 

-4D6

Enemy on higher ground or elevation 

-2D6 per Group

Cavalry against Skirmishers and Open Order Foot 

+2D6 per Group

Cavalry against Close Order Formation 

-4D6 per Group

Attacked in rear or flank or March Column 

Remove half dice


Phalanx - Troops drilled as Hoplites adopt "Phalanx" when in a formation in close order, gaining an attacking bonus for their drill.  Individual groups cannot form phalanx.   Additionally enemy groups in combat against the front of a phalanx must reduce their attack dice by 2d6 for the shieldwall effect.  Once in Phalanx the formation may only move forwards or by incline, and must move directly forward if intending to contact enemy.  They may not turn or wheel without reforming in the new direction.

Italiot City State

Strategos, Status III, Warlord

Lochagos  Status II

Four Lokhos of 8 Drilled Hoplites

Supra Numerum Leader

One Group of 6 Tribal Slingers

Supra Numerum Leader

One Group of 6 Psiloi

Points Value: 100


Italiot Oscan Tribes

Centurio, Status III, Warlord

Two Groups of 8 Drilled Hoplites

Leader, Status II

Three Groups of 10 Warriors

Leader, Status II

One Group of 6 Skirmish Cavalry

Supra Numerum Leader

One Group of 6 Psiloi

Points Value: 100


Into   Action! D6

1 Village Raid

1       1st Week

2 Escort Duty

2       2nd Week

3 On Patrol

3,4   3rd Week

4 Foraging Party

5,6   4th Week

5 Ubique

 

6 Outpost Attack

 

7 General Engagement

 

8 Attack on a Fortification


Italia  Uplands

Italia Coastal

Terrain

1-3

4-6

Terrain

1-3

4-6

Hills

3

4

Hills

1

2

Woods

1

2

Woods

1

2

Marsh

1

2

Marsh

2

3

Habitation

1

2

Habitation

2

3

River Crossing

Ford

Bridge

River Crossing

Ford

Bridge


Characters

The City Fathers of Neopolis
Incestorides the immoderate
Mischievous the Prodigious
Agatesticles the bigger Testicleas

Exiled Nobles of Neopolis
Achinarse The Pugnacious
Achronic The lazy

The Mercenary Band
Bellendius – orator and writer
Testicleas the smaller

The Oscan tribes
Aeroflot King of Campanians
Scrotas the Samnite
Larrae the Lucanian
Queen Xenophobia
Androgynius of Nola

The Etruscans
Euphorio King of Eturias
Euclit the swotty maths guy

Gauls
Alcoholix
Nastytrix
Gastronomic

Rome
Furius 
Ammonius Urinus

The Landing

Core Force 
Italiot City State
Bellendus Strategos, Status III, Warlord
Testicleas Lochagos  Status II
Four Lokhos of 8 Drilled Hoplites
Phallus Supra Numerum Psiloi Leader
One Group of 6 Javelin Psiloi
Phallus Supra Numerum Psiloi Leader
One Group of 6 Javelin Psiloi ship crew
Points Value: 90

Italiot Oscan Tribes
Colin the Campanian Centurio, Status III, Warlord
Leader, Status II
Three Groups of 10 Warriors
Leader, Status II
Two Groups of 8 Drilled Hoplites
Super Numerum Leader
One Group of 6 Skirmish Cavalry
Supra Numerum Leader
One Group of 6 Psiloi
Points Value: 110

 

Hill +Wood

 

  

Wood

 

  

Field

 

 

 Building

 

Marsh +  Marsh


Scenario Seven: A General Engagement
Tension on the border has reached the point where both sides feel that matters can only be settled with a proper fight rather than just raiding. No objectives are placed for this game, just Deployment Zones and Ambush Points for both forces. 
Deployment Zones
Variable. Both side deploy from opposite table edges. 
Victory Conditions
The winner will drive the enemy from the table. Let battle commence! 

The Game



The Hoplites come on first.  A nice close order formation in open ground.

The Greeks come straight off their ships.  I use the ambush points to randomise the Samnites.

Bellendus himself

And the Samnites turn up.  Using MOB rules they are open order but challenging the phalanx on its own terms.  Infamy gives them more leeway.  The Samnites throw pila, but it has limited effect.  

In Men of Bronze the Hoplites spend Arete points and hammer the Samnites with ease.
Under Infamy things are less clear.  The Samnites bounce off after an awesome Hoplite attack roll.

And the other side of the phalanx does less well, losing three, but kills two and inflicts four shock.  Under Men of Bronze they lose strength points but push the Samnites back.

Infamy gets another bout of combat.  The left of the phalanx batters the Samnites.  Seven hits to four.  The front of the Samnites are destroyed.

The Hoplites reduce shock.  Under Men of Bronze the Samnites are gone by now.

The Exiled Nobles come on (finally) long spear and scutum.  These boys can fight the Hoplites on almost equal terms, which begs the question as to why they are so late out.

Bellendus sailor psiloi have a chuck at the flank of the Exiles.  Pretty good shooting!

And Tempus Fugit comes out again.  The Samnites swap lines and move a group forward.
The Hoplites move ranks forward.

The greek Psiloi on the other flank, secure in that marsh, throw at the Cavalry and fail.

The Samnites have another go

But as the Samnites bounce again the Sailor Psiloi get stuck in again with predictably vicious results,
And unlike Men of Bronze this combat is protracted and bloody.  The Hoplites control their shock better
Last roll of the dice.  The Samnite Centurio is knocked out despite his impressive headdress.  It;s all over as the Samnites morale falls below zero.  

Really enjoyed this experiment.  I fully expected that Infamy would give a better melee game.  Thing is it played better solo,  Its not the IGOUGO system and for a solo player it just works much better.  Thumbs up!

No comments:

Post a Comment