Thursday 26 May 2005

The Bartolomeus Grassus campaign rules

For those interested, here are some details for the campaign we are going to start. See my previous post for details.

Firstly, the brave forces of civilisation.

Roman army, composed of the following troops (figures indicate normal strength, strength against flank attacks, strength in special situations, protection against missile attacks). The Romans have their compulsory units plus 75 points worth of bonus units.

Legionaries - 7 [2] 2 - +2: 3 compulsory plus 2 (cost 26)
Auxilia - 3 [1] 2 - +2: 2 compulsory plus 2 (cost 14)
Heavy Cavalry - 4 [0] 0 - +1: 1 compulsory plus 1 (cost 10)
Light cavalry - 2 [0] 0 - +1: 1 bonus unit (cost 7)
Horse archers - 1 [0] 0 - +1: 1 bonus unit (cost 6)
Archers - 3 [1] 1 - +1: 1 bonus unit (cost 6)
Skirmishers - 3 [1] 2 - +2: 2 bonus units (cost 4)
Light archers - 2 [1] 1 - +2: 1 bonus unit (cost 2)

Potential reinforcements:

1 unit of legionaries
4 units of auxilia
1 unit of heavy cavalry

Plus for each territory conquered, it may be possible to recruit auxilia: 50% chance, then roll 1D3 for number of units. To be taken randomly from lists.

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And now, the first opposition, loosely based on an early German tribe. The Blutwurst army consists of core units from the lists plus 1D100 opposition.

And the roll is a ... 32. BV, you're lucky.

Warband - 5 [1] 3 +1 - 5 compulsory units plus 2 (16 points)
Javelinmen - 4 [1] 2 - +1 - 1 compulsory
Skirmishers - 3 [1] 2 - +2 - 2 compulsory units plus 3 bonus (6 points)
Heavy Cavalry - 4 [0] 0 - +1 - 1 compulsory unit
Light cavalry - 2 [0] 0 - +1 - 1 bonus unit ( 7 points)
Plus one 1 bonus wood (3 points)

So it should be a walkover for the Romans. But Bart knows that in Armati an army of warband can win on its first charge so he will have to be careful. If he survives the charge, then the rules stipulate that the warband get tired and much less effective. Then the legionaries can start their butchery.

The other unknown factor of course is Bart's dice rolling. We have had several sad failures in the past when almost certain glorious charges have failed at the roll of a one.

Now a few simple campaign rules.

Rules for initiative

Battle 1 - The clearly superior Romans will get the advantage in initiative and deployment automatically. Their normal initiative of 6 may increase each time they win a battle (50% chance) and will decrease by 1 automatically on defeat. This represents morale.

Rules for retreat

The Barbarians will always fight to the death;

The Romans may announce a withdrawal.
If they have superiority in cavalry then all unengaged units can withdraw. Engaged units can withdraw at 25% losses (except legionaries, who suffer 10%).

If not then unengaged units escape as follows:

Cavalry - without problem unless outnumbered by faster cavalry by 2:1. then 50% losses
Heavy Infantry - make an ordered fighting withdrawal. On a 1-5 on a D100 they suffer catastrophic losses (50%).
Light infantry - can try to run for it. Each unit loses 25%.

2 comments:

  1. Alan et al
    Like the map. It would be nice to cobble something similar together for the WAB Campaign Series when it gets going. I have nearly painted 12 Hypaspists, so only 12 macedonians of the first army are still in their white undercoats.
    I have managed to restrain myself from ordering a Beyond the Golden Gate Rus Army, although I had to up the medication. The WSS 28mm has been postponed not cancelled, I must finish with the ACW first. And the 15mm 1944 Brits.
    G

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  2. The WAB Campaign should be getting started soon. We've already got a map (thanks Alan), and I figured out yesterday evening how to incorporate it into the system.
    Also, I've started painting work on the Celts again (see sidebar), so expect an announcement soon.

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