Strange as it may seem to many
readers, this blog was originally designed to be a vehicle for recording my
progress towards writing yet another set of rules, this time for Classical
Greece and the Hellenistic wars of Alexander and the Successors.
Those of you who have been
patiently awaiting these rules have, of course, thus far been disappointed. And
I am not about to announce that the rules are to be released upon an
unsuspecting wargame world. Far from the truth, that would be, but I have been
thinking.
Mainly I have been thinking about
my previous effort in Ancient Wargame Rules, called Polemos: SPQR which were
rules for the late Republic and Early Empire. Someone recently blogged that
they found them original (which was nice), baffling (so my prose is not as
lipid as I would like) and that they had a large following (of which I was not
aware). Someone else has expressed appreciation for my ‘trenchant’ views on
Roman troops, which I take to mean my claim that auxilia and legionaries, being
armed in much the same way, fought and functioned in much the same way.
However, I have to confess that
as wargame rules they are, in fact, fairly conventional. I have lists of troop
types with descriptions, a ground scale, a command structure, and rules for
movement, fighting, running away and terrain. This is more or less what would
be expected in any set of rules. The precise content may vary, but all the rule
sets I own are of this nature.
Perhaps I am far too hide-bound
by my own worldview, but it does seem to me that it is a bit unlikely that a
rule set could be written which would not contain some or all of the above
items. I know that assorted rule sets have claimed to do away with some bits.
For example, some sets dispose of a fixed turn sequence, but they do substitute
it for something else. So I am not sure that this is quite as innovative as
might be claimed. Other might dispose of measuring ranges; on the other hand,
for modern weapons, this is fair enough, so seems to represent the basis of
recent warfare rather than being a, if you’ll pardon the expression, game
changer.
It is also possibly true that
wargamers are fairly conventional folk. Those rule sets which do not conform to
the expectation are, as far as I can tell, a bit like yeast extract spreads:
you either love them or hate them. Even while writing and testing SPQR I was
somewhat conscious of having to attend to the conventions of the hobby; kicking
over all the traces did not seem like a viable option.
Now, coming to the wars of the
Greeks and Persians (and, let’s face it, this is what everything down to the
Successors was) I am starting to wonder if another completely conventional rule
set, even if one with some innovation in it, is really what is needed. The wars
are so clouded in obscurity and myth that it is, I think, really hard to
convince a player that what they are playing is something historical, rather
than something which matches a construct which claims to be historical.
I shall probably elaborate on
that statement in a different post, but just for the fun of it, let me see what
could happen if I just try some thinking about ancient battles.
We have cavalry and infantry as
our basic two types of troops. Within each we conventionally define ‘heavy’ and
‘light’, but actually these are metaphors relating to armour and are not
validated by even a cursory glance at the historical record. So let us have
close combat and distance combat troops. So we have four basic troop types: infantry
close combat (ICC), infantry distance combat (IDC) and their cavalry colleagues
(CCC and CDC).
Now, so far as the distance types
go, this is probably far enough. However, our close troops need a bit of
nuancing. Persian infantry of the Marathon era relied on firepower, so we need
a category for them: ICCF, and their mounted colleagues did the same, so CCCF.
Greek hoplites and pikemen can come under the ICC category. Greek cavalry would
be CCCF and Macedonian Companions would be CCC.
So, for example, the army of
Alexander would consist of CCC, CDC, ICC and possibly a few IDC.
Now, immediately I can hear
protests that a Macedonian phalanx was not the same thing as a hoplite phalanx.
The pike, it is often claimed, gave the former a decisive advantage over the
latter, as demonstrated at Chaeronea 338 BC. This, of course, is technological
teleology – the weapons system in question gave a decisive advantage.
Well, did it? I’m not in a
position to argue terribly well either way; I do not think the evidence exists.
But suppose the pike does not give a decisive advantage. Suppose that the
Macedonians are experienced and highly confident troops and the hoplite are
much less confident and, to some extent, the last dregs that their city can
muster. Add to that the fact that the Macedonians could execute combined arms tactics
coordinating their cavalry and foot.
So what I am starting to aim
towards is a system with just six or so troop types, and little differentiation
between them. I am also considering ignoring tactical factors, partly because
people complain about them as being too complex, but also because, for example,
standing on a river bank at The Granicus does not seem to do you much good. So
for tactical factors we give all troop types a 3 against others of the same
sort, and a 2 or a 4 against heterogeneous forces. What we can also do is give
veterans a +2, and elite another +2, and poor troops a -2. I suppose we had
also add 1 per extra depth as well, as depth did seem to matter.
And there you have it, a simple,
swift and accurate set of ancient wargame rules. Six troop types, three
different factors, and 4 tactical factors to consider.
The question is, of course, would
you buy them? They seem to me to lack a bit of colour; would simply changing
the names to familiar ones (like hoplite, peltast) suffice?