Saturday 12 June 2021

My Bronze Age rules notes

My campaign and battle notes, army lists and general game notes for the Bronze Age.  These are posted here as my notes.  Have I emphasised that these are notes?


Uses Rebels and patriots officer development.  Aim: Become a General


Recruits, nefru, went into drill companies Sekheferu.  The best of these went to serve in military companies as Menfyt, seasoned soldiers

Waw was the lowest rank soldier

Garrison troops were iwayet.

For higher ranks and in particular scribes I'll  use the term overseer, usually civil servants.


There were two basic types of infantry megau (shooters) and nachtu-aa (hand-to-hand fighters, literally 'strong-arm boys'). 

The basic tactical and administrative unit was the Sa (company). The: full complement was 250 men but it could sometimes be under strength. Each Sa had its own name and standard. This was carried by the Tjai-seryt (Standard bearer), who commanded the unit. Three administrative personnel were attached to the Sa: a scribe, adjutant (idnu), and quartermaster. 


The Sa was subdivided into 5 platoons of 50 men each under a  Díjwu  “Greatest of Fifty.”

These in turn comprised 5 squads of 10 men each under a 'Greatest of Ten', Two or more companies could be: combined to form a Pedjet (host). This was comnunded by a Hery- Pedjet (host commander)

Attached to the Pedjet were a Seket (assault officer) and a meshkeb (transport officer). The Pedjet was probably a tactical formation, the exact size of which is not known and may not havc been fixed. Thc orginisation of the Sa was based on multiples of five. If this was extended to the pedjet it would have comprised 5 companies (1250 men). The hery-pedjet could also act as a garrison commander. 

The names of many infantry companics have survived and a selection is included below: 

Bull in Nubia The company of King Nebmare; 

The Aton Glitters

The company of Shooters 

Amun; Strength of the Army

Pacifier of the gods

Strong in Valour


Ancient Egyptian Names.  The names imply character and background.

1. ADJO: "treasure."
2. AKHOM: "eagle."
3. AKIIKI: "friendly."
4  AKIL: "intelligent."
5  AKO: "tired, weary."
6  ANPU: "royal child."a jackal-headed god of the underworld
7  ANUM: Egyptian name meaning "born fifth."Quintus
8  APEP:  Serpent of the Nile or Slitherer, Evil Lizard 
9  ATSU: "twin."double name roll again
10  BABAFEMI: "loved by his father."Patronage
11  BAKARI:"noble oath."
12  BARUTI: "teacher."
13. BENIPÉ: Egyptian name meaning "iron."
14. BES: "brings joy."a dwarf and a joker 
15. BITI: "king of the north."empty title Nubian
16. BOMANI: "warrior."
17. BUIKHU: "the best."
18  CHIBALE: "kinsman."Patronage
19  CHIGARU: "hound."A dog
20  CHISISI: "secret."
21. CHUMA: "wealthy."
22  DAKARAI: "happy." Compare with another form of Dakarai.
23  DONKOR: "humble."
24  EBO: "born on Tuesday."Grace (the dice) of the gods
25  FENUKU: "born late."never on time
26  FUNSANI: "a request."in debt
27  GAHIJI:  "hunter."
28  GYASI: "wonderful."
29. HAMADI: "praised."Patronage
30. HARU: "falcon"  the distant one, son of Isis
31  HASANI: "handsome."
32. HONDO:  "war." 
33. HOR-AKA:  "Horus of the Reeds." Bends.  
34. IABI: "weak."
35   IDOGBE:  "brother of twins."There are three of them!
36   IMHOTEP: "the one who comes in, with peace."former priest
37. INPU: "royal child."  A bastard
38  ISHAQ: "laughs."
39  JABARI: "brave."
40  JAHI:  "dignified."
41. JIBADE: "related to royalty."
42  JUMOKE: "loved by all."
43  KAFELE: "would die for."A leader
44  KAHOTEP: "peaceful essence."
45. KAMENWATI: "dark rebel."inauspicious 
46. KARAWAN: "to avert the evil eye"  
47  KEMNEBI:  "black panther."Nubian
48  KEMOSIRI: "black Osiris."Nubian 
49  KHAI:  "crowned."birthmsrk
50  KHALDUN:  "immortal."
51. KHALFANI: "shall rule."promising
52  KHENTI: "leader."
53. KHNEMU:  "to model."He's so vain
54  KONTAR: "only son."patronage
55. LISIMBA: "lion."
56. LUZIGE: "locust."
57. MADU:  "of the people."popular
58  MASKINI:  "poor."ill suited, over promoted
59. MDJAI: "soldier."
60. MENSAH: "born third."auspicious, clever
61 . MHOTEP:  "peacemaker."
62   MKHAI: "fighter."
62   MOSEGI: "tailor."
63   MOSWEN: "light skin."
64 . MSHAI: "traveler."
65  NAKHTI: "powerful."
66. NEBIBI:  "panther."
67. NIZAM: "disciplined."
68   NKOSI: "rules."
69   NKUKU: "rooster."
70. OBA: "scepter holder"
71. ODJI: "wicked."
72. OKPARA: "firstborn."patronage
73 OMARI: "high born."
74  PANAHASI: "the barbarian."
75  PANHSJ: "the Nubian," i.e. "dark-complexioned."
76  QUAASHIE: "born on Sunday."Favoured
77  RASHIDI: "wise."
78  RASUI: "dreamer"
79  REMMAO: "rich man."
80  RUNIHURA: "destroyer."
81  SABOLA: "pepper."
82  SADIKI: "faithful."
83  SEFU: "sword."
84  SEKANI: "laughs."
85  SHENTI: Egyptian name meaning "hairy."
86  SHUSHU: "braggart."
87  SUDI: "lucky." Osiris. 
88  TAU: "lion."
89  THABIT: "strong."
90  TUMAINI: "hope."
91   UBAID: "faithful." 
92   UNIKA: Egyptian name meaning "shining."
93   UR: Egyptian name meaning "great." A title.  Roll again.
94   USI: "smoke."
95   WAKHASHEM: "little fool."
96   WATI: "rebel."
97   YAFEU: "bold."
98   YAMANU: "the hidden one."
99   ZUBERI: "strong."
100 ZUKA: Egyptian "Grave"
http://karathutmose.tripod.com/dictionary/dictionary1.html#A[1]


Uriah’s Bronze Age Army Lists

Bronze Age Retinues

1 Samuel 18: 'The king desires no marriage present except a hundred foreskins of the Philistines,

All Retinues are built from the following units.

Heavy Chariots @5
Light Chariots @4
Guardsmen @6
Spearmen @4
Bowmen @4
Skirmishers @2
Fierce Foot @4
Slave levy types@1


Retinues are up to 24 points.  No more than four units of any one type can be chosen.

Troop types

Samuel 2:11 15 "Set Uriah the Hittite in the forefront of the hardest fighting, and then draw back from him”


Heavy Chariots
The more robust vehicles with Javelin and Spear armed heroes as crew.  Two models counting as three points each.
Heavy Chariots @5 points
Attack  4+          Attack value 3+
Move 6+  8"     Defence 5+
Shoot 6+            Shoot value 5+  Range 6"
Courage 3+        Armour 4
Special rules:    Countercharge
Upgrades:
Maryanuu  chariot archers +1 point.  Range increases to 12"
Expert drivers  1 point.  Skirmish at 7+, move half shoot half at -1

Light Chariots @4 points.
Comprising two chariot models each with two crew. 3 damage points each model
Almost solely armed with bows, and a very large arrow supply, chariotry uses distance bow fire to whittle down opponents.  Their speed means that they are often able to avoid charges by enemy, shooting as they retire, or to aggressively counter charge chariotry or foot skirmishers, threading them, reforming and charging back through.

Attack    7+                AV   5+
Move     5+                DV   6
Shoot     6+               SV/Range   5+/12”
Courage 5+              Max Move    10”
Armour   3                Special Rules:  Skirmish at 7+, move half/ shoot half at -1
Evade.  Counter-charge chariots or skirmishers.
Upgrade to Heavier Chariot, Spear armed @5 points.  Shoot 6”, AV4+  DV5+


Elite Maryannu @5 points
2 chariots, 6 runners is 12 figures.
Elite Household troops, Egyptian Shardana, Guards, Elite bow armed chariotry.
Attack    5+                AV   3+
Move     5+                DV   5
Shoot     6+               SV/Range   5+/12”
Courage 3+              Max Move    10”
Armour   4                
Special Rules:  Skirmish.  Evade.  Counter-charge chariots or skirmishers.
Upgrade to Elite Heavier Chariot, Spear armed @6 points.  Shoot 6”, AV4+  DV5+


Foot Spearmen @4 Points  Units of 12
Often armoured, equipped with spear and shield, able to form a ‘wall of spears.’  May be upgraded to Expert representing troops such as elite picked foot guards.


Attack    6+               AV   5+
Move     5+               DV   4
Shoot                       SV/Range  
Courage 4+              Max Move    6”
Armour   3                Special Rules:  Wall of Spears


Upgrade to Expert hand to hand@ 2 points more, no wall of spears, AV becomes 4+ Represents elite axe men.
Downgrade to Levy Spears@1 point less. No shields, DV5, Armour 2.


Foot Levy @ 3 Points    Models per unit: 12
Levy generally poorly armoured spearmen fulfilling a very similar role to Foot Spearmen.  They usually lack shields and body armour, but like Foot Spearmen they can use their long spears to form a Wall of Spears for protection in close combat. Although they lack the staying power of Foot Spearmen, they are manoeuvrable and therefore well suited to taking objectives and holding them against light opposition. They are under threat from missile fire, which are able to shoot them down from a distance.
They may be upgraded to Expert in the same manner as Foot Spears, and they also have an option to upgrade to carry javelins, giving them a short range missile threat of their own.

Attack 6+                  Attack Value 5+
Move 5+                   Defence Value 4+
Shoot –                    Shoot Value –
Courage 4+             Maximum movement 8”
Armour 2                 Special rules Wall of Spears

SPECIAL RULES:
• Spear wall: There needs to be 6 or more models in unit to form a Wall of Spears. On a Move order, form the unit into a two rank formation based around a central model; a spear wall cannot form in Rough terrain or in cover, and it cannot move in this formation. Spear walls increase their Armour by 1 point.


Fierce Foot  @4 points  Units of 12
War bands such as the Sea Peoples, folk with a nasty outlook on life, Libyan Swordsmen, Nubian Club men,  Habiru Gibborim,  Achilles Myrmidons.


Attack    5+                AV   3+
Move     6+                DV   6
Shoot                        SV/Range   
Courage 4+              Max Move    8”
Armour   2                Special Rules:  Ferocious, Wild Charge, Counter charge vs foot, Fleet Footed.


Closed Ranked Bowmen @4  units of 12
Attack    7+                AV   6+
Move     6+                DV   5
Shoot     6+               SV/Range   5+/18”
Courage 5+              Max Move    6”
Armour   2                 Special Rules:  


Upgrade to Expert @2 points per unit.  SV becomes 4+
Downgrade to Levy bowmen @-1 point per unit, SV becomes 6+, Courage 6+.


Light Skirmishing Foot @2 Units of 6
Light archers operating as skirmishers, but also tribal skirmishers such as the Libyans relying on javelins and throw sticks rather than the bow.


Attack    7+                AV   6+
Move     5+                DV   6
Shoot     7+               SV/Range   5+/Javelin 6”, Bow 18”
Courage 5+              Max Move    8”
Armour   1                
Special Rules:  Skirmish.  Evade.  Fleet footed.  2 vs shooting
Upgrade to Chariot runners, trained Light Javelinmen, @1, AV5,  DV5  Courage 4.

The Egyptians
1 x  Elite Maryannu @5 points
1 x  Light Chariots @4 points
2 x  Foot Spearmen @4 points 
1 x  Closed Ranked Bowmen @4 points
2 x  Chariot runners, Elite Skirmishers @3 points
(Later Option) 1 x  Fierce Foot  @4 points Sherden guard to replace 1 chariot runner. 
1 CinC in Chariot, 2 foot Generals for Sword and Spear.
27 or 28 points

The Libyans
1 x Fierce Foot  @4 points, Swordsmen
1 x Light Skirmishing Foot @2 points
3 x Light Skirmishing Bow @2 points
1 chariot General, 1 or 2 Sub-chiefs for Sword and Spear.
Either
2 x Light Skirmishing Bow @2 points
Or
1 x  Maryannu Chariots @4 points
1 x  Fierce Foot  @4 points
2 groups of Sea Peoples allied/mercenaries groups, under an allied chief. 
16 or 20 points

The Sea Peoples
1 x Heavy Chariots @4 points
5 x groups of fierce foot, 
     1 x  Fierce Foot  @4 points Sherden swordsmen
     1 x  Fierce Foot  @4 pointsPeleset
     1 x Fierce Foot  @4 points Sheklesh 
     1 x Fierce Foot  @4 points Lukka 
     1 x Fierce Foot  @4 points Weshwesh 
     1 x Light Skirmishing Foot @2 Shassu javelinmen
1 Command Chariot, 2 allied Foot chieftains for Sword and Spear.
26 points

The Nubians 
3 foot commanders
2 x  Fierce Foot  @4 points clubmen
2 x  Closed Ranked Bowmen @4 points
3 x  Light Skirmishing Bow @2 points
3 foot Generals for Sword and Spear.
22 points

The Canaanites 
1 x  Maryannu Chariots @4 points Canaanite
1 x  Elite Maryannu @5 points Hittites
1 x  Maryannu Chariots @4 points Sea Peoples
1 x  Foot Levy @ 3 Points
1 x  Levy Close Bowmen @ 3 points
1 x  Chariot runners, Elite Skirmishers @3 points 
1 x  Light Skirmishing Bow @2 points
1 chariot General, 2 foot chieftains for Sword and Spear.
24 points

Hittites
1 x  Elite Maryannu @5 points Hittites
1 x  Maryannu Chariots @4 points Canaanite vassals
1 x  Maryannu Chariots @4 points Sea Peoples vassals
1 x  Foot Levy @ 3 Points
1 x  Levy Close Bowmen @ 3 points
1 x  Chariot runners, Elite Skirmishers @3 points 
1 x  Foot Spearmen @4 points.
(I'm cheating, this is exactly the same as the Canaanites, with no archer skirmishers but one additional spear group.)
26 points.


At the end of each turn dice to see what happens to the Civilian.


Characters


  1. A pair of monkey trainers and a Monkey fighting contest.
  2. Slave girl collecting water
  3. A rich merchant
  4. A rich merchant’s wife
  5. A young noble and his old retainer seeking to defect
  6. A priest who will try to convert your men to the the Worship of Vectron
  7. An escaped slave with vital information
  8. A slave overseer looking for an escaped slave
  9. A nobles nubile daughter, with a tray of sweetmeats.
  10. A drunken Butler with a collection of wine amphora
  11. A wise old lad drinking Egyptian beer and wanting to reminisce.
  12. Two civilians appear, dice twice more.
  13. A boy with a flock of goats.
  14. A big and hungry crocodile appears in the exact centre of any river on table
  15. Two slaves building a wall.
  16. A burning bush that wants to talk to a Prince of Egypt.
  17. A small fishing felucca, with an angry fisherman.
  18. A farmer worrying about his crops
  19. Ermintrude the Sacred cow, wandering about as usual
  20. An escaped prisoner from the attacking army, who has knowledge of the enemies plans.


Character Motivation
6  The glory of Amun
5  looking for cash money
4  terrified
3  revenge
2  Appeasement of the foreigners
1  The power of love.


On dicing up a character and then fitting a motivation to them a backstory can be constructed, explaining the presence of this Civilian on the battlefield.  Some characters, such as the big crocodile, have obvious motivation.


Civilian end of turn actions D6
6  Stands
5  Flees
4  Hides
3  surrenders
2  fights
1  prays


Spank the Monkey


I didn't expect to get two of the Egyptian monkey handlers in my civilians packs.  I'm pretty sure one of these is a mistake.  No matter, I have re-invented the ancient Egyptian sport of Monkey Fighting, get your shekels down, it's a totally made up, ancient traditional sport.
Players must bet a (victory point) shekel each on the outcome.
Each monkey handler has their tunics lined blue and red to make it easy, so release your monkeys and dice...
Handlers dice for initiative, to see whose monkey has the most aggression, and the winner attacks first, in a simple IGOUGO game...

A Win: 5 or 6
6.  The monkey savages it's rival and wins outright.
5.  The monkey jumps onto it's rival and attempts monkey sex
The fight continues: 3 or 4
4.  The monkey throws it's poo at the audience
3.  The monkey waves it's monkey penis at the audience
A Loser: 1 or 2
2.  The monkey shows its arse and runs away.
1.  With a shriek the monkey bites it's handler, infecting him with biblical ebola.


Campaign Game
Ancient Senet used an early cylinder type dice.  I recommend the  ludo d6.  It's less rolly.   Squares have a numerical value, representing the prestige that the Egyptian gods achieve during the campaign season.  If Ptah reaches square 9, then he gains 9 points for this turn, etc...  The first god to 300 points, or to conquer the entire board, wins the game.  


The campaigning forces return to their depots after the year represented by the move on the Senet track, although they may leave a Garrison or vassal marker in situ, at captured locations.  At the end of the year the Prestige of the gods is compared, harvests are gathered and the new year declared.  
Method.

Each square has a campaign event and the turn represents a year.  Each city's god moves in turn along the track in its set direction, only continuing if the Senet board allows.  Re for example campaigns Westward against the Libyans, but can only continue to a second dice roll if it lands on a square that allows that.

Square one represents a poor march.  There are problems and the omens must be tested to proceed.  The god’s move could end there.  If it gets to square 6 it faces a skirmish against raiders, a Chariot Rampant level of game.  Large battles await our heroes further down the board.  Square 6 also allows the establishment of an Egyptian border fort that means the army can stage another move, a dice roll to go further down the ten remaining squares on the Senet track, or end the turn and begin next year's campaign from the fort.

Re, god of Helios, campaigns Westward into Libya, Ptah, god of Memphis, campaigns Eastward into Syria.  Amun, god of Thebes, campaigns south into Nubia.  This is roughly how the New Kingdom operated strategically, although the Pharaoh can lead one of his armies in person, spending Treasury points, to focus on attacking one area, and bypass some of the Senet square restrictions.  Similarly any non Egyptian army that wins three consecutive battles may declare a Great King, and add d6 x 100 shekels to their treasury.  The Great King will then operate as a Pharaoh but from their end of the Senet track.  It will be possible to subdue tribes, and make cities vassals so that movement through that part of the board has less restrictions.
A Pharaoh, or declared Great King, may pay 1000 shekels from the treasury to ignore the instruction in a Senet square, and re roll the dice to advance from the square he has bribed.  He may only do this once per campaign season
My Senet Campaign Map... it's a work in progress!

Technically it should be possible to conquer the board, but the Tribes and cities outside Egypt also have gods that move on the Senet board, and it is equally possible that they could conquer two cities in Egypt and set up a foreign dynasty to win the game.  Foreign dynasties of course become Egyptian almost immediately and the Nile still flows. 

Locations
A city must be won in battle against the cities forces. It is then declared a vassal and acts in the same way as a fort.
A tribal area can only be won in a battle against the tribe for the adjacent square.  The tribe become vassals and are out of the game unless the Tribal god occupies that square and frees them.
A fort counter can be placed by winning in squares 6 or 9.  The next year’s campaign can start at that at point.



Forts can be constructed on the tracks, or cities occupied.  The event recorded on the track will stand, but an enemy cannot move past a fort without first capturing it.  Cities are staging posts outside the squares of the track.  They bring in wealth and prestige if their gods are subdued and occupied or declared vassals.  Cities bring in d6 x 10 Shekels each year representing the harvest



Activation Table For The Gods
In strict order of Prestige.
Squares:
1.   The Ankh.  A poor march.  Test the omens.
2.   A problem with supply.  The omens must be tested.
3.   A Bountiful harvest 2D6 x 100 shekels are added to the treasury. D6 prestige
4.   The Commander presses forward d6 squares.
5.   A trade route bonus 1d6 x 100 shekels are added to the treasury.
6    A small force skirmish scenario, randomly generated. D6 prestige points are at stake. The winner may establish a fort or tribal village.
7    A raid on the borders.  The army must return to its base to fight a skirmish against desert raiders.  D6 prestige points are at stake  It may loan a unit to another tribe or city yet to campaign this season.
8.   A new character is noted by, and dedicated to god.  Generate for this city/tribe/force. Add d6 prestige points.
9.  Battle.  A larger scale fight occurs.  D6 x10 prestige points are at stake. The winner may establish a fort.
10.  The Reaping of souls.  A plague of the gods strikes a random city.  Dice for survival of all characters there. Deduct d6 x 10 prestige.
11.   The House of Rejuvenation.  The army is reinforced before its final push. 
12.   The waters of chaos.  The campaign bogs down. The army returns to its base.
13.   The house of the three truths.   A siege begins, and can only be won on a roll of 3.
14.   The Eye of Horus.  A skirmish game involving the Generals of both sides.
15.   The Viper.  A victory and a betrayal.  You subdue the enemy, but rebellion may yet appear from these people.


Ptah is the king of the gods, with a starting prestige of 100
Amun is god of the sky, his prestige begins at 90
Re is god of the sun, and his prestige is 80
Baal is the Canaanite Storm god.  His prestige is 70
Neith or Athene, 7 the warrior goddess of the Libyans.  She has a prestige of 60
The Sisters are the goddesses of the Nubians, with a joint prestige of 50
The Sea Lord Poisedon is god of the Sea Peoples, with a Prestige of 40.  He may enter the Senet track into Libya or Canaan.
El, the old man, is the god of the desert peoples.  His prestige is only 30, and he cannot alter this unless the desert raiders win a skirmish.


A god who reaches zero prestige will eventually be replaced by another from the Pantheon,  as belief in them wanes, or combined with another god to maintain their believers, as in Amun-Re.  The new god begins on 10 prestige points, in the city of the previous god.  It's a god eat god world.



Finally note to self.  Dux Bellorum variant?



No comments:

Post a Comment