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Carthaginian ORBAT
ID
1
2
3
4
5
6
7
8
9
10
Unit
African Javelinmen
Balearic Slingers A
Insubrian Gauls
Boii Gauls
Spanish Scutarii A
African Elephants A
Spanish Javelinmen
Balearic Slingers B
Libyan Spearmen A
Libyan Spearmen B
Type
Peltasts Jav
Psiloi Sling
Warband
Warband
Med Inf Pila
Elephants
Peltasts Jav
Psiloi Sling
Hv Inf long Sp
Hv Inf long Sp
1
Cmd
1
1
1
1
1
1
2
2
2
2
DD
D4
D8
D4
D4
D6
D4
D4
D8
D8
D8
CD
10
8
10
10
UI
3
2
4
4
4
4
3
2
4
4
Pila
N/A
N/A
N/A
N/A
N/A
N/A
N/A
N/A
N/A
Notes
11
12
13
14
15
16
17
18
19
Spanish Scutarii B
African Elephants B
Numidian Horse B
Spanish Cavalry
Gallic Cavalry
Numidian Horse A
Carthaginian Cavalry
Mago's African Javelins
Mago's Numidian Horse
2
2
3
3
3
4
4
5
5
D6
D4
D10
D6
D4
D10
D8
D6
D10
LD
10
10
8
12
10
10
10
8
10
4
4
3
3
3
3
3
3
3
N/A
N/A
N/A
N/A
N/A
N/A
N/A
N/A
Radius
20
Hannibal Barca
C-in-C
Exceptional 12
24
21
Maharbal
Skilled
12+1 24
22
Gisgo
Skilled
12
24
23
Mago
Skilled
12
24
24
Bomilcar
Skilled
10
20
25
Jabnit
Skilled
12+1 24
Glen's scenario calls for a "Hypothermia" card (We used the FoB "Thwack!" card) to be added
to the Roman Sequence Deck. When it appears, all Romans are Down 1 for Melee for the rest
of that turn.
The scenario also called for a "Weather Worsens" card to be added to the Roman deck as well.
We used the PoB "Special Event" card for this. On its first appearance, it starts to rain and all
Missile fire is Down 1. On the second appearance, it starts to sleet; both armies then add
another Thwack/ Hypothermia Card to their decks (making 2 for the Romans and one for the
Carthaginians total). On a 3rd appearance, it starts to snow; all Cavalry and Elephants are
Down 1 in Melee, and all Command Radii are reduced 4".
Add a PoB "Warbands Charge" optional card to both Sequence decks; this card effects only the
Gallic Warbands in this game.
Adapting Glenn's ideas to PoB. I think the Resolve Card should probably be added to both
decks for a lot of these battles, maybe after the first Re-shuffle.
Hannibal turns a MOVE card, and springs Mago's ambush - a unit each of mediocre Numidian
Javelinmen ("Peltasts) and one of the dreaded Numidian Light Cavalry appear to the flank and
rear of the Roman Left flank.
No ROUTS in POB.
Roman interpenetration VERY easy - Special rule.
Roman ORBAT
ID
1
Unit
Velites, Legion I
Type
Peltasts Jav.
Cmd
1
DD
D4
CD
UI
3
Pila
N/A
Hastati, Legion I
D6
Principes Legion I
D6
10
Hv Inf long Sp
D8
5
6
7
Velites Legion II
Hastati, Legion II
Principes Legion II
Peltasts Jav
Med Inf Pila
Hvy Inf Pila
2
2
2
D4
D6
D6
10
10
8
3
4
4
N/A
Peltasts Jav
D6
N/A
9
10
11
3
3
4
D6
D6
D4
12
10
8
4
4
3
N/A
12
13
14
4
4
4
D6
D6
D8
4
4
4
15
16
17
Hastati, Legion IV
Principes Legion IV
Triarii, Legions III &
IV
Cenomani Gauls
Roman Cavalry
Allied Cavalry, Leg.
Warband
Hvy Cavalry
Med Cavalry
4
C-in-C
5
D4
D4
D6
10
4
12+1 3
10
3
N/A
N/A
N/A
18
Med Cavalry
D6
10
N/A
ID
Commander Name
Command Rating
LD Radius
19
Sempronius Longus
C-in-C
Poor
16
20
Gaius Atilius
Poor
12
24
21
Lucius Manlius
Poor
16
22
Average 10
20
23
Titus Hostilius
Poor
10
20
24
Sextus Rutilius
Poor
16
Some names are fictitious, and P.C. Scipio was not present in fact, as he was recovering from
his wounds suffered in an earlier action.
Glen's scenario calls for a "Hypothermia" card (We used the FoB "Thwack!" card) to be added
to the Roman Sequence Deck. When it appears, all Romans are Down 1 for Melee for the rest
of that turn.
Notes
The scenario also called for a "Weather Worsens" card to be added to the Roman deck as well.
We used the PoB "Special Event" card for this. On its first appearance, it starts to rain and all
Missile fire is Down 1. On the second appearance, it starts to sleet; both armies then add
another Thwack/ Hypothermia Card to their decks (making 2 for the Romans and one for the
Carthaginians total). On a 3rd appearance, it starts to snow; all Cavalry and Elephants are
Down 1 in Melee, and all Command Radii are reduced 4".
Add a PoB "Warbands Charge" optional card to both Sequence decks; this card effects only the
Gallic Warbands in this game.
Adapting Glenn's ideas to PoB. I think the Resolve Card should probably be added to both
decks for a lot of these battles, maybe after the first Re-shuffle.
Hannibal turns a MOVE card, and springs Mago's ambush - a unit each of mediocre Numidian
Javelinmen ("Peltasts) and one of the dreaded Numidian Light Cavalry appear to the flank and
rear of the Roman Left flank.
No ROUTS in POB.
Roman interpenetration VERY easy - Special rule.
Looking South - from the Alps. Note PK clocks and also Peter Pig countdown markers and both real time
and game time clocks at end of table.
Our initial dispositions were based on my interpretations of the period, and reinforced by
Professor Adrian Goldsworthys excellent The Punic Wars. Cavalry on the flank, with
infantry in the centre, and the war-winning terror weapons - the Heffalumps - in the front of the
Carthaginian lines. The Roman Commands were deployed from left to right with Command 1
on the Roman Right flank. The Carthaginians deployed from their right to left with the
Carthaginian Command 1 on their right flank. Magos two cavalry units were on the window
ledge with their Commander awaiting an opportune Move card to summon them to the party.
The Initial view for the Romans
We use the large D6 to note whether a die roll is odd or even. The yew boxes (one for each
side) contain the morale chips, which screen the numbers from the opponent. The blue screen
serves two purposes: one being to prevent the toys making unwarranted trips to the floor, and
they also provide a great backdrop for low level shots, as per my photos in Henry Hydes
magazine).
The Romans rolled the higher die to decide the first Initiative and decided to bring the war to
the rascally Carthaginians. Their left flank throw resulted in the option of three move segments,
which the Romans took. They were eager to close being aware that the Carthaginians liked to
utilise stratagems and trickery in a fight. The Carthaginians welcomed such a bold move and
much banter ensued as they sought to encourage the Romans ever forward, thereby exposing
their left flank to Mago.
The Romans advanced their second Command but they rolled a 1 so nothing there. The right
flank advanced one segment.
The Carthaginians refused their right flank. (They threw a 1). The beauty of the rules is that
you make the narrative to match the results. The rest of the line advanced at a measured pace to
meet the enemy and await the arrival of Magos force. (They all rolled for one movement
segment).
The lines advanced and the Heffalumps prevailed.
The Roman lines wavered and fell back. Mago fell on the right Roman left flank like a wolf
from the fold. The Roman left flank was refused. The Numidian cavalry on the Carthaginian
left broke through and killed the Roman CinC. The Roman lines continued to fall back, but
they ran out of Morale chips, and as things fell apart we called it a very satisfactory day.
Melee can have up to three rounds in a turn (on the same card), which assists in reaching a
conclusion.
Magos cavalry hitting the Roman cavalry in the flank meant that they could melee
immediately upon contact without requiring a melee card. When the Move card was revealed
we just placed Magos cavalry force on the edge of the table. They did not move until we
turned another appropriate card.
Much of the left flank of the Carthaginians was a stand-off with their Roman
counterparts (Much rolling of 1 when moves were decided!) - while awaiting the
moment to unleash the Numidian cavalry to kill the Roman CinC.
Roman interpenetration is covered by a special rule - i.e. they can just do it. This simple
expedient cuts out lots of extraneous rule writing and worked really well in our game
10
11
Carthaginian Heffalup continues to rumble forward. The Roman loss of UI markers can
be seen.
12
Last Chance diplomatically ignoring Magos forces on his left and pointing out the
struggle in the centre instaed.
13
The Libyan Spearmen giving a good account of themselves (Aided by Phils die rolling ;-) )
14
15
Summary
The rules provide a flowing and simple solution to recreating battles from the ancient period.
They achieve that. They felt right.
When we spoke about games that we have seen at a local club using DBwhatever and the other
system that requires vast expenditure to secure army list books, POB are stratospherically
superior. The reason being that our game felt right and reached a satisfactory conclusion in a
reasonable amount of time, whereas the rules previously alluded to fail to do the same. We
have often left the club and the ancient players are still going and their troops have hardly
changed from their initial dispositions.
We liked the way that the Romans gradually fell back giving up ground, and the ability of the
light cavalry to slip through a gap in the Roman lines to attack their CinC.
The rules are not written for tournament play - hallelujah. Rather they are written clearly for
friends who want a good game with clean mechanisms in a reasonable time frame.
per UI lost. It would have been the same for both sides so didnt effect the game, apart from
making the Romans run out of Morale chips somewhat quicker than they otherwise would have
done.
We also disordered the Roman infantry as the previous line suffered a disordered result and
fell back through their supports. This is not how POB is written. Brent said that it could be a
house rule. We will play the next game as written on that point and compare.
The death of the Roman CinC had major implications. We rolled a D6 while we waited for
am card top appoint another Leader. This was incorrect. We ought to have offered the
Carthaginians the choice of acting first or second as the Romans had no CinC. As they lost the
D6 rolls it had no adverse bearing on the game. Brent promptly supplied the answer and we
found the rule.
Although no pike blocks were present I really like the sound of how the rules deal with them. I
am now basing my pike phalanxes up in anticipation. It also makes me very keen to ply the
Italian Wars and Wars of the Roses variants - much awaited and anticipated to be PDFs. If you
are interested let Brent know NOW!
Now reading the rules again after the game to see what we missed. We didnt really, and look
forward to another game soon. I have a large collection of ancient armies and there is much to
commend these rules.
Buy them and you will play them - not add them to the other dust gatherers on the shelves
with all the other rules for this period.
17