Help support TMP


"Romans vs Gauls AAR" Topic


11 Posts

All members in good standing are free to post here. Opinions expressed here are solely those of the posters, and have not been cleared with nor are they endorsed by The Miniatures Page.

Please use the Complaint button (!) to report problems on the forums.

For more information, see the TMP FAQ.


Back to the Ancients Battle Reports Message Board

Back to the Ancients Discussion Message Board


Areas of Interest

Ancients

Featured Hobby News Article


Featured Link


Featured Ruleset


Featured Showcase Article

Eureka Amazon Project: Nude Phalangites

More figures for the 28mm Amazon army!


Featured Workbench Article


Featured Profile Article

Editor Julia's 2015 Christmas Project

Editor Julia would like your support for a special project.


Featured Book Review


2,507 hits since 16 May 2014
©1994-2024 Bill Armintrout
Comments or corrections?


TMP logo

Membership

Please sign in to your membership account, or, if you are not yet a member, please sign up for your free membership account.
Marshal Mark16 May 2014 5:34 a.m. PST

This week we played Late Republican Romans vs. Gauls.
The rules used were Sword & Spear. For more information about these rules see
link


The Romans had 10 units – 6 Legionaries, 1 Gallic Cavalry, 1 Numidian Light Horse, 1 Auxiliary infantry, 1 Light Foot Slingers.
The Gauls had 10 units. The infantry were heavy foot with Impact ability and were mostly in large units to represent them fighting in deep formations. There were 5 of these large units of foot, and a normal sized unit of elite foot. Additionally there was a unit of noble cavalry, 2 units of chariots and a unit of Light Foot javelinmen.

There was a few pieces of rough terrain and a hill nicely placed for the Romans in their deployment area. Nothing unusual at deployment with both foot lines facing each other and mounted on the flanks.

I didn't get a photo at deployment but this is during turn one, as the Roman foot have started to advance.

picture

The view from the Roman side:

picture

End of turn one. The Gauls have not advanced much as they outscouted the Romans, leading them to deploy second, but this meant they had fewer action dice on the first turn.

picture

In the first phase of turn two the Roman player makes a rare mistake. He forgets that his cavalry is within charge range of the Gallic cavalry, and he is focused on getting his infantry line forward. He doesn't activate the cavalry, so they are at a disadvantage when the Gallic cavalry charge. This could have been disastrous but luckily for the Romans they survive relatively unscathed.

picture

At the end of turn two, both infantry lines have advanced to within charge range.

picture

The Gauls get good action dice and charge in. As large units with the Impact ability, the Gallic foot can be very powerful when they charge. An effective volley of pila by the Romans can break up the impetus of the charge (counteracting the Impact ability). The combat goes reasonably well for the Gauls, with the rightmost Roman unit close to breaking (they take three hits and break on four) and other units taking hits.

picture

On the Gallic left the chariots move into position to charge the legionaries. Chariots would not normally want to charge legionaries frontally, but here they will because there is already another unit of Gallic foot in contact with the legionaries.

picture

End of turn three. On the Gallic right there is a stand-off between the Gallic chariots and the Roman auxiliaries, who are in rough terrain. This stand-off remains unchanged throughout the game, as with the focus on the close combat action in the centre and Gallic left, there are no action dice left to activate the troops on the right.

picture

In turn four the rightomost Gallic infantry break the legionaries they were fighting. Fierce and bloody combat goes on elsehere.

picture

In turn five the victorious gauls turn to threaten to roll up the flank of the Roman line. Turning a large or undrilled unit is difficult, requiring a high activation dice, but the presence of a general with the unit helps.
In the centre another unit of legionaries is close to breaking.

picture

At the end of turn five, things are looking good for the gauls.

picture

Roman light foot have charged the flank of the gallic cavalry. This is a risky move, as they could easily break on the charge. They just survive, and this tips this combat in favour of the Romans. Of the six units involved at this end, four are just one hit away from breaking!

picture

End of turn six. The gallic infantry threatening the Roman flank didn't charge this turn, and were shot by the Roman light horse, taking a hit. This means they are no longer fresh and will not be as effective when they charge.

picture

In turn seven they charge the flank of the legionaries, who manage to hold (legonaries are tough). They are then themselves charged in the flank by the Roman light cavalry. On the gallic left their cavalry break.

picture

The Roman generals have been busy rallying the legionaries who are holding out well even when outnumbered. Losses are starting to take their toll on the gauls, who have greater difficulty in rallying.

picture

The Roman cavalry on the left now break the gallic chariots.

picture

In turn nine another unit of legionaries breaks, defeated by the elite gallic warband unit on the left. This takes the Roman losses up to the level required for an army morale test. The legionaries all pass, but both units of light troops fail, and as they had already suffered a hit each they both break. This takes the Roman losses to one point away from the army break level.
However, the victorious Roman cavalry on the gallic left have turned and are in position to charge the rear of the elite gauls or the main gallic infantry line.

picture

In turn ten the elite gauls move forward out of the way, and the Roman cavalry charges the flank of the large gallic infantry block. They break the already weakened end unit, and the next unit is now outnumbered to the front and goes down against the legionaries it is facing. That is enough to break the gallic army.

picture

It was a good, close game. It seemed to give a reasonable outcome, with the Roman legionaries suffering from the initial impact of the gallic warband, but then gradually rallying and turning the battle in their favour. It was a very narrow victory for the Romans, but could have easily gone either way.
There wasn't a lot of manoeuvre, as it was largely an infantry slog, but one of the good things about these rules is that even when this happens there is still plenty to think about each turn, with the decisions about where to use your action dice in each phase being crucial to the outcome of the battle.

Soldat16 May 2014 7:33 a.m. PST

Interesting AAR as I am painting Republican romans right now.

Marshal Mark17 May 2014 3:24 a.m. PST

I forgot to add that the game took exactly two hours, and I'm pretty sure that neither of us had to refer to the rules (book or QRS) at all during the game.

Maxshadow17 May 2014 3:33 a.m. PST

Enjoyable report. Are the rules available as PDF?

Marshal Mark17 May 2014 6:47 a.m. PST

I hope to complete these rules this summer (I'm currently working on adding diagrams and photos), and then I expect them to be on sale as a pdf for around £6.00 GBP The playtest version is currently available from my website :
link

I also have a forum here :
link

dooger22 May 2014 10:20 a.m. PST

We recently completed a Roman v Gauls game too and had a very similar outcome. Some of the Roman units were discomfited by a combination of the Impact bonus and the hardiness of Large units, but ultimately the superior discipline of the Romans, and their consequent ability to activate more frequently, resulted in narrow victories for the Romans. Next time though….

Look forward to seeing the full version…let me know if you need any proof checking etc.

Maxshadow23 May 2014 12:09 a.m. PST

Thanks Mark. I've put in an order to play test. Look forward to trying them out.

Personal logo Bobgnar Supporting Member of TMP24 May 2014 5:42 p.m. PST

I take it that these are not the Sword & Spear rules written by Arnold Hendrick back in 1975.
link

Those rules are a bit old, now, so I guess there will not be confusion between them and yours of the same name. There are still people who play Arnold's rules and think they are quite good.

Testiculies16 Jun 2014 6:30 a.m. PST

It looks DBM ish. Is it unit based troops or DBM fluid formation based? I am interested in finding a new set so ancients.

Marshal Mark16 Jun 2014 3:13 p.m. PST

It's unit based. Units must be equal frontage, but other than that it's up to you, so it's pretty flexible in terms of basing. There is no base or figure removal.
Most of our games have been played with 15mm figures, with 80mm frontage units. So one unit is normally four DBM type elements. One of the playtesters has been playing with one 40mm base as a unit (so you get a DBA sized game) and we're playing a 28mm dark ages game this week with 120mm frontage sabot bases.

dooger24 Jun 2014 3:42 a.m. PST

We had another Romans v Gauls game last night which was a close and tense affair. Playing as the Gaul I mistakenly deployed my better cavalry behind some rough ground which impaired their movement on my right flank. As my opponent Pete had 2 units of Numidian horse deployed there and was clearly trying to turn my flank I was sweating buckets as my cavalry ploughed their way into position to head them off, but once they did they put both units to flight (they evaded away but contributed nothing further). With their flank safe now my elite warband charged against his auxiliaries, who immediately disintegrated! The elites could not help but pursue so ended up out on a limb, but if they could turn then they could fall on the flank of the raw legionaries…
Elsewhere on the field though I couldnt pass a discipline test at all, but a charge by my other cavalry unit persuaded his bowmen to flee and my pursuit meant I flanked his other cavalry unit. His bolt throwers had been doing damage to my centre warband but as I wasnt in contact I was able to recover that easily, but the legions were now bearing down. Time for a charge to take advantage of my impact bonus in the first round of combat, but the pilum on my advancing troops took their toll. A good run of initiative dice and my elites turned on the flank of the raw legionaries, one unit of which was eliminated. By now both armies tripped over the army morale test point so at the end of the turn I slightly had the better of the discipline tests. At that point we called it a marginal Gallic victory. The bonuses the Gauls enjoy (particularly large units which take more punishment and impact) can be offset by the Romans thrown weapons plus armour, plus their slightly superior discipline…but it's very close and has made every game we've had a tense affair.
Final version should be available soon and we are very much looking forward to seeing it. Army lists and quick reference sheets are already available via the forum.

Sorry - only verified members can post on the forums.