Hooray!
Last evening we played our first play test of Pulse of Battle! We actually
played twice...two smallish games. The first game was simply a taste of things
- many things are different from Field
of Battle. So we lined up our forces and marched them into each other to get
our feet wet.
A Roman
force, consisting of a solid core of foot with a couple of mounted auxiliaries
was set against a Macedonian force. The later force was heavy in pike men and
supported by a strong mounted force.
The first
game was played rather quickly as we worked our way through several new rules
and worked out some rough edges on various details. The Romans were soundly
thrashed in the process...but what did it matter? Victory was not the point,
but rather getting into various situations to exercise the rules!
Having
many notes written, rules tweaked, amended, added or removed, we moved into game two.
This game would be played more seriously and would prove to be quite fun.
Commanding
the Roman force was Greg Cornell. His wing commanders were Eric Elder and Terry
Shockey. Commanding the Macedonian force was Greg Rold, with the support of
John Mumby and myself. The battlefield was a "golf course" to keep
things simple for us all.
The Roman
army consisted of six units of heavy infantry and three of medium infantry.
They were supported by two units of light infantry and one of light cavalry and
one of medium cavalry. Most of the Roman main-body infantry was armed with the
Pilum.
Not being
a student of the Roman periods, I'll refer to these units by their generic
classifications...
The
Macedonian army consisted of seven units of pike-armed heavy infantry. Three
units of medium infantry and one of light infantry. the mounted arm included
one unit of elephants and two heavy cavalry and one medium cavalry units.
Not
trying to get squirrelly, we deployed the pikes in the center in two phalanx
formations and proceeded to place the remaining army in protective locations to
their flanks. I commanded the center (the likes) while Greg took the right with
the light foot and the mounted troops...John took the left with the allied
footmen.
Facing
John, on the Roman right was Eric with a force made up of heavy Roman infantry.
Greg deployed a force of three heavy and one light foot across the center to
oppose the pikes. Terry and the remaining Roman foot and cavalry deployed on
the Roman left.
So, from
my left to my right, we would see medium infantry battling heavy infantry,
pikes against heavy infantry, elephants against lights, and a combined force of
medium foot and horse against horse of higher weight. Should be a good run
through. It was.
The game
played with a good flow, action was hot and heavy...especially on the two
flanks.
Melee
combat was good. Don't wish to divulge too much as the rules are in
development, but the initial impact of forces mattered, the weight
classifications of the troops mattered, light troops seemed to work well and
the weaponry employed mattered...but none of this was in an overbearing way.
This continues the Piquet tradition of respectful abstraction and
simplification: you get enough details, not the bog, and you get to worry about
getting the right stuff to the right place and have the appropriate range of
potential results - which is the important thing in Piquet - results.
Also
"trained" troops had some advantages when it came to unit
interpenetration. Light troops were allowed to evade combat and use their
missile weapons to their annoying capabilities.
One thing
I thought was cool was that units didn't really rout like in the horse and
musket period. Yes units would fall back, but destruction rather than rout and
rally is in play as the survivors ceased to exist as an instrument of war.
Formations
and maneuver are more restricted than horse and musket, as you would expect. But, moving your units
is not painful - Brent is keen on the balance between making things difficult
on the players but not making the game unplayable. We're interested in having
fun and reaching decisions in our little games, and trying to experience the
period conditions, not interested in using protractors to move the little
fellows!!
Brent
tried some new ideas on deployments too. I liked them. Simple and clean. We'll
see where this goes as I am a fan of the Fate and Command Decision tables from
FoB.
All in
all, I felt like it was possible for a general to try to get the right troops
to the right place in the right circumstances which may indeed be the primary
essence of commanding bodies of soldiers.
Regarding
the battle itself, the Romans roughly handled our left flank...but...John did a
great job in holding them off of the flanks of the phalanx. His troops were
out-classed but sold their morale chips dearly.
On our
right flank, Greg was savaged by the enemy foot and horse, but held his own
until the end. His elephant did not accomplish anything, canceled out by some
bold lights...but his horse wrecked the Roman flank. In the end however, he had
practically nothing left.
In the
center, the phalanx slowly advanced...at first, Greg pulled back his line
shrewdly creating more ground for the unwieldy phalanx to cover. At one point,
my flanks were in a dangerous position and I felt like I was maneuvering a
battleship in a bathtub! But, the gods of war showed us some favor and we
managed to hit the Roman line. We made only slight success...when it
happened...the dreaded Army Morale card! The losses on our flanks had reduced
our morale points to the negative and I rolled a freakin' one on the morale
test. The game ended in a defeat for our forces.
Again,
good stuff and a good time too. Those darned Romans are tough customers. I look
forward to more Pulse of Battle and getting some Chinese armies out there in the near future!!!!
Here are some pics!
Roman High Command |
Brent and John |
Macedonian High Command |
Game One - Start |
You can actually see the wheels turning! |
Impact! |
Game Two - Start! |
Romans are getting serious! |
Macedonian left |
Macedonian right |
Macedonian center |
Romans! |
Clash! |
Cavalry meet! |
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