Friday, 18 December 2020

To Ur is Human - Playtest

A new Ancient system played with wargaming buddy Andrew Tuesday night. 
"To Ur is Human" rules, advertised as being "written specifically for games set in the period of the Mesopotamian city-states, such as Akkad and Ur. Using a gridded playing area and easy to learn innovative rules".

There is an excellent summary here on Palouse Wargaming Journal detailing some core mechanics, so I won't bother repeating these points.  I purchased the rules for $10 NZ from Wargame Vault and printed and bound them. I think Andrew said he ordered a printed copy which still hasn't arrived given postage timeframes to New Zealand. The other book is just some recommended reading on the period!

A question that might be asked is why you would need another ancient's rule system, and the answer is we don't. E.g. here is the the same period we played with Big Battle DBA rules.

At the same time, it is interesting to see different takes on wargaming, and especially for a narrower period. The design philosophy of these rules places an emphasis upon several features of warfare at this time that might be particularly characteristic, and significantly obfuscated/abstracted in other more generic rules. The characteristics are based upon the best interpretations we can make given our limitations in understanding these first human civilisations of course.

Features focused upon include (1)  the core mechanic whereby troops are in a state of fight/fright/flight, (2) the potentially devastating effect of "Battle Carts" (both combat effect and movement), and (3) the generally ponderous nature of armies more generally. 

All figures and terrain (apart from two buildings!) are Andrews. We played on a grid where each 25cm tile was effectively 9 squares (easy to see position at a glance). So the grid was 15x 9 squares, with 12x8 recommended as minimum for decent sized game. Grid movement adds some clarity to the game, though we also had a few questions about it at times (see below).

 On with the game. Here we see my light troops running up to target the enemy before retiring.

While my battle carts threaten on my left flank.

Any unit when charging or charged makes a fear test which may result in units being in a fight, fright or flight state, with effects which might be expected from those results. For example Battle Carts have a reasonable chance of "frighting" or "flighting" other troops even if they don't close.

Now as it turned out we got rather wrapped up in game and I forgot to take more photos for a while, (hence the change in light conditions as we switched from daylight to artificial lighting)!

As can be seen though, it has become a mess, with my battlecarts having swung around behind and through the enemy army and coming back out the other side.

On the right, a last archer fights to the death against some enemy medium infantry, as I send troops to reinforce. The enemy medium infantry have taken very heavy casualties from shooting. Shooting is  rather deadly to many troops in this period given the lack of armour or shields!


Disaster as my "Big Man" accompanies my unshielded spearmen and is killed against enemy shielded spearmen (who were in a fright state encouraging some aggression on my part).. Shields are the new superweapon of 3000BC, exceeded in fearsomeness only by the mighty Equid  (donkey) drawn carts of death. 

The carnage is heavy, but my forces break first.

I won't say too much more except we enjoyed the basic concepts, especially the fight/fright/flight mechanic, whereby troops are often having an effect without fighting (e.g. Battle Carts thundering around shaking morale), and shaken troops add to the confusion and mess.

A few things we were unclear on:
  1. Big Men allow rerolls, but of what? Combat dice, fear tests? Everything? Rerolling 12 combat dice (for example) seems very powerful, when you are already adding extra dice for the Big Man.
  2. Retreats - this caused the most confusion, it wasn't clear where units should have to retreat to, especially in multiple combats. What about if you are in flight state where do you run? Is it to the nearest board edge? Some greater specification here would seem useful, e.g. retreat directly backwards from frontal enemy, then towards board edge subsequently, which is what we ended up doing.
  3. Do you have to keep testing morale if you are in fright/flight state or is it optional?
  4. Light troops and when they can shoot was a bit confusing, if they test fear and shoot before retreating, do they get to do anything in their own turn, or do they just have to sit there a turn? We think they can't do anything at this point.
  5. Chargers from a diagonal, e.g. from rear/flank, do they hit flank or rear?
In terms of modifications we might be implement, troops seem rather inclined to stay to the last man at times, and we would be tempted to remove a unit if it drops to a single stand, not least because this makes it impossible to indicate if it is in fright or flight without use of counters otherwise. An exception would be made for battlecarts which are only two stands, and also limited in number and easier to remember the status of!

Anyway some neat concepts in this ruleset and recommend giving it a go if this is a period you are interested in! We are playing again next week.

Sunday, 1 November 2020

Kings of War V3 Battlereport: Herd vs Dwarves

Another game of Kings of War at club today. Trying my Beast Herds for their first game in V3.

Herd list was:
2 Warrior Hordes
2 Chariot Hordes
1 Longhorn Regiment, Strider item (Stupid item choice by me here given they already count as having this ability!!)
2 Harpy Troops
2 Flying Beasts (Jabberwocky with Miasmic breath, and Cockratrice)
Druid with Lightning Bolt, Heal, Bane Chant and Staff
Gladewalker Druid with Heal, Blizzard and Shroud

Dwarf list was:
3 Ironclad Hordes (one with Brew of Sharpness)
1 Shieldbreaker Horde
2 Ironwatch Hordes (1 Ironrifle, 1 x-bow)
1 Ironbelcher Cannon
2 Organ Guns
Flamepriest, King, Warsmith, Banner Bearer (Gear included Lute and Beast Sword).


The Game

Setup below. Scenario is Fool's Gold, so there are 10 Bluff counters on the table, five placed by each player, with hidden values of 2 (2 counters), 1 or 0 (4 counters each) points. At end of round three they are all revealed and then whoever has the most points at end of game wins! An interesting scenario, and great one for me with all my flyers who will be able to react quickly (assuming they are still alive), once we know where the real gold is!



Turn one I advance a bit but not into range of all the Dwarven Shooting, (which has reload or potshot so won't be able to advance and shoot very effectively at all). Then turn two I rush up into charge range, taking damage across three units from the shooting and having my pink chariot unit wavered, but no unit destroyed.

Turn three I charge in taking out the organ guns with Flying Beasts. But Ironclads withstand the combined charge from Black Chariots and Warriors. The Dwarven countercharge with Shieldbreakers and flanking Ironwatch takes out the Black Chariots. (Actually the Shieldbreakers managed this themselves as the chariots were already damaged by shooting!)


Pink Chariots and Longhorns then charge in and smash the Ironwatch, while the Jabberwocky Beast hits flank of the Shieldbreakers. Cockratrice Beast slays the cannon crew and spins around looking for new victims.

Left flank, Warriors and IronClads smash away at each other...

Dwarves take out my right flank Warriors, and pummel my Chariots. My Druid keeps healing the Chariots though, keeping them in the fight.

Longhorns charge the Ironwatch Rifles but are destroyed by counterattack of the two Dwarven Hordes. The Dwarven right flank collapses, but the Dwarf King is at least pummelling the Jabberwocky, wavering it each round and stopping it flying or attacking.

Harpies race off to grab gold tokens...

Game goes to Turn 7. Chariots and Cockratrice destroy the Ironclads...

But are then destroyed down by Dwarven shooting and the last Ironclad Horde. 
The Dwarven King slays the Jabberwocky.

And the game is over and there is not much left! But Herd has won due tocapturing three gold tokens to  zero for the Dwarves. Victory! A bit more luck turn 7 with shooting and a lucky overrun by the Dwarven Ironclads and they could have still won the game, but it was not to be.

Saturday, 24 October 2020

Kings of War and 9th Age: Beast Herds vs Nature/Sylvan

I played a Kings of War game and then a 9th Age game today. Using same armies across both systems. Beast Herd for Mike, and Nature/Sylvan for me.
We used very similar army lists in both games. Most units seemed to function in a similar way, except that Thicket Beasts/Forest Shamblers seem considerably tougher in 9th compared to Kings of War!
KOW took 1.5 hours, 9th age 3 hours.
Both had clear victor turn 4. Commentary for both games in captions for photos.


Kings of War

Kings of War for first game. Invade Scenario. My Eagles swing around both flanks, one dies to Harpies and flank charge, other kills off wounded Trappers (Mongrels).


Minotaurs and Hero smash through Earth Elementals in single round. Lord is then flanked by Shamblers but saved by other Minotaurs which charge the flank of the Shamblers and kill them. Treemen kill off a Longhorn unit.


Minotaurs take pounding from Greater Earth Elemental but don't care because of Fury and smash him back. Other Longhorns and Beast Chieftan with Beast Slayer Sword cut down a Treeherder. Tribal Warriors gang up and kill my Hunters of Wild (Dryads).


Treeherder kills Minotaurs, other Minotaurs and Warriors kill Greater Earth Elemental...

Unpleasant. A Treeherder left for Nature, plus Eagle and two Druids about to be eaten. Herd have lost only a Longhorn and Minotaur unit. Win called for Herd turn 4.


9th Age

9th Age game. King of the Hill Scenario. 

Sylvan (Nature) standing back this time to blast off some minotaurs with spells!

Thicket Beasts (KOW Forest Shamblers) are powerful in 9th and take down an entire Warrior Herd over 3 turns!

Herd Longhorn Ambush comes on, but Minotaurs are hanging back for some reason so I smash the Ambush then turn around to face Minotaurs again.

Minotaurs flanked and routed but manage to run away.



But Herd units in centre all broken or about to be. Sylvan (Nature) have only lost half a Dryad unit and a Thicket Beast, plus a few wounds on Treeherders and a Druid. Game called for Sylvan turn 4.