Showing posts with label Dux Bellorum. Show all posts
Showing posts with label Dux Bellorum. Show all posts

Tuesday, May 11, 2021

Late Romans versus Sassanids Dux Bellorum Game Two

 

Armies deployed 


Sassanid right flank


Sassanid infantry in the centre



Sassanid left flank


Late Roman right flank



Late Roman centre


Late Roman left flank



On Tuesday afternoon out in the shed, I played another solo Dux Bellorum game with Late Romans and Sassanids. This was quite a small game of 24 points a side, nearly half the size of the first game. I made a few changes to the unit stats, reducing the Savaran shooting from two to one dice and added darts for the Roman shield wall infantry, 2 BW range and one dice for an extra point. The Late Romans also had an extra unit of equites (noble riders), and these tweaks seemed to give a more balanced game than the first one.

The cavalry on both flanks became locked in combat early on and eventually the infantry joined them in the centre. We play a house rule in DB that no more than two leadership points may be allocated to a unit or group a turn, as it can cause grid lock in the game with hits being continually cancelled and no result possible for many, many turns. This was precisely what happened in my game before the Late Romans finally prevailed and the Sassanids routed. Two Roman units managed to hang in there in combat while on their final cohesion point.


Armies advance


Sassanid cavalry charge


Late Romans retreat 


Cavalry fight it out on the flanks



Sassanid infantry charge


Fighting continues for many turns


Sassanids rout


Tuesday, April 27, 2021

Late Romans versus Sassanids Dux Bellorum Game One

 


Late Romans and Sassanids deployed


Sassanid left flank


Late Roman left flank


Late Romans charge


Sassanids charge on their left flank


Sassanids retreat


Mixed result on the Sassanid left flank


Elephants charge the Late Roman infantry


Back at it on the right flank


Casualties are mounting


On Tuesday afternoon I played a solo Dux Bellorum game out in the shed with my Late Romans versus Sassanids. Each side had 45 points and six leadership points with the Sassanids as the aggressors. The game went on for quite a few turns, as Dux Bellorum games tend to do, and although the Sassanids won quite convincingly, it was a lot closer than the end result indicated.  A big advantage for the Sassanids was their firepower and this really wore the Romans down. 

The ability to fire at the start of the turn before any movement really worked in their favour as retreats from the previous turn's combat meant they could actually fire as units were separated. It was certainly good fun for my Sassanids' first outing and I will try another game but more play testing is required. Below I've cobbled together a brief overview from the MeG Sassanid lists and some ideas for a Sassanid army list and unit stats that I used to play the game.

Sassanids for Dux Bellorum

 

Brief Overview

 

Early Sassanid Armies were similar to later Parthian armies and retained the use of cataphracts and horse archers. Ardashir I, founder of the Sassanid Persian dynasty, introduced elephants. Sassanid infantry were usually, unarmoured, with spears and wicker shields (Paighan), equipped with bows (Kamandaran) or skirmishers (bow, sling and javelins) and unable to match Roman infantry. The Savaran or Aswaran (mounted Iranian aristocrats) were always the core of Sassanid armies but over time they relied less on the fully armoured cataphract and more on the armoured horse archer. Later seventh century Sassanid armies had quality Dailami guard infantry and Armenian allies before they succumbed to the early Arab conquest armies.

 

Special Rules

 

Parthian Shot


Horse archers can shoot in any direction but have a 2 BW range. They will attempt to evade when charged and may shoot at full effect but will suffer -1 in combat if caught.

 

Elephants


Mounted troops are reluctant to stand when charged by elephants and will usually attempt to evade if possible, they suffer -2 if caught in combat.

 

Elephants who suffer casualties from shooting or combat must make a bravery test, which if failed will result in a stampede. Roll 1 D6 = 1 forward, 2 90 degrees left, 3 90 degrees right, 4,5,6 to the rear. All troops contacted will suffer the loss of a cohesion point.

 

Elephant crew can shoot in any direction with bows or javelins but only have a 2 BW range. They are able to shoot over intervening friendly troops because of the elephant/howdah height advantage.

 

Sassanid Army List

 

A suggested army list taken from the unit stats table below. Take only one fully armoured Savaran unit, they’re very powerful, with more the game may be unbalanced.

 

1 Leader’s Savaran either fully armoured with kontos , or armoured with bow @ 6 points.

0-1  Savaran fully armoured with kontos @ 6 points.

0-4 Savaran armoured with bow @ 6 points each.

0-1 Elephants@ 6 points.

0-3 Foot spearmen @ 3 points each.

0-2 Foot archers @ 3 points each.

0-3 Horse archers @ 2 points each.

0-2 Foot skirmishers @ 1 point each.

 

Sassanid Unit Stats

 

Unit Type

Move

Bravery and

(Morale)

Aggression and (Missiles)

Protection

Cohesion

Notes

Points

Full armoured

Savaran with kontos

3

9

6

6

4

+1 on contact

6

Leader’s Savaran

4

10

5(1)

6

5

2BW range

6

Savaran 

4

9

5(1)

5

5

2BW range

6

Elephants

3

7

6(1)

5

4

Crew with bow and javelin 2BW range

6

Foot

spear

2

7

4

5

4

 

3

Foot archers

2

7

2(3)

4

3

4 BW range

3

Horse archers

4

8(6)

2

4

2

2BW range

2

Foot skirmishers

3

8(6)

1 (2)

4

2

4BW range with bow and sling, 2 with javelin

1

 

 

 

 

 

 

 

 

 



Ellies survive a bravery test and don't stampede


Sassanids are wearing the Romans down


Another round of combat on the right


Another retreat 


Sassanid clibinarii shoot at the the start of the turn


Late Roman cataphracts rout


Late Romans still hang in there on the right


Roman right flank is disintegrating


Sassanid infantry charge in the centre



Late Romans finally rout


Thursday, April 22, 2021

Sassanid Cataphracts, Clibinarii and Infantry

 

Cataphracts


Cataphracts


Clibinarii


Clibinarii


Here are some Cataphracts, Clibinarii and more infantry for my Sassanid army. I now have enough painted units for a Dux Bellorum game (see group shot below) so will try that soon with my Late Romans as opponents. I have Middle Imperial and Early Byzantine armies to paint as well so there will be no shortage of armies to fight them. The figures are mainly a mix of A&A, Gripping Beast and Aventine with LBM shield transfers and banners.



Spearmen



Slingers


Shapur and Valerian


Group shot of all units to date


Saturday, December 28, 2019

Village Raid Dux Bellorum Game




Visigoths defending the village


Saxon right flank and centre


Saxon left flank

Saxon skirmishers and cavalry


Saxons advance on the village


Saxon fanatics (Footsore Attecotti)



On Saturday afternoon Craig and I played a Dux Bellorum game with the Village Raid scenario. My Visigoths defended a village against Craig's Saxons attackers. The Saxon attack faltered early on when their left flank crumbled. They pressed home in the centre and on the right and routed two units of Visigoth cavalry but suffered further casualties were unable to pass their 50% casualties break test.

Earlier on Boxing Day we played a Samnite versus Republican Roman 900 point, Clash of Spears game (see photo at the bottom of the post). This was pretty disappointing, not much chop at all, very WAB like and fiddly. Craig thought they've overcooked the command and control as there seemed to be more counters than figures on the table.



Visigoth infantry charge on the right flank


Saxon left flank crumbles


The centre gets messy


Visigoth cavalry are charged in the flank


Saxons fail test for 50% casualties


Visigoths repel the Saxon attack


Samnite vs Republican Romans Clash of Spears game

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