"Battle on the River Visurgis - Devon Wargames Group" Topic
6 Posts
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carojon | 09 Oct 2016 4:52 a.m. PST |
This month we had an ancients clash deep withing the German Wald as a Roman force made an assault river crossing in the face of massed warbands.
This is the second playtest of Phil Henry's rules "Augustus to Aurelian" so if you would like to know more then just follow the link to the DWG Blog. link Devon Wargames Group is based in Exeter in lovely sunny Devon and we meet on the second Saturday of every month. We welcome new and prospective members and you can can attend free on your first visit to see if you like what we do and how we do it. You will always be invited to join in on a game. Jonathan |
Pattus Magnus | 09 Oct 2016 9:42 a.m. PST |
That is a great AAR. Lots of pics, a great narrative, and commentary on how the rules played – well done! Thank you, also, for the report on Augustus to Aurelian. I bought the rules when they first came out, but haven't played yet ( due to a combination of my Gamers' Attention DeficitDisorder and a lack of local opponents with suitable armies). I was very interested in your account of the play sequence. One detail I'm curious about is how long did it take to play to the conclusion? |
carojon | 09 Oct 2016 1:43 p.m. PST |
Thank you, glad you enjoyed the read. We set up the game late morning but didn't start our game until about midday as we had our club AGM to go through so I guess we played most of the afternoon from about 12.30 for about four hours. Because the turns can vary in duration due to the card play it's difficult to be precise on how many turns we got through, but given the tidal tests we did on the river which would have been a minimum of nine turns for it to go from shallow to impassable, which certainly took longer than that, I would think it would have been about fifteen or sixteen turns of play. If you haven't played them yet I would certainly recommend giving them a go when the opportunity presents. |
Pattus Magnus | 09 Oct 2016 4:13 p.m. PST |
Thanks for the info. 4 hours to complete a scenario with substantial forces and a twist with the relief forces arriving sounds like a reasonable amount of time. I can do 4 hours these days, 6-8 is very difficult to arrange! I'm going to get a game in soon, even if it's solo. I just moved into a larger space and leaving a game set up is an option – 2 months ago it wouldn't have been. |
yumyum | 10 Oct 2016 3:20 a.m. PST |
Thanks to both JJ and Mr Steve for the game and this was my 1st time playing the rules, the game was very enjoyable to play but there was a few things which came up which i am still not sure about and as i said on the day i could understand both Jon's and Mr Steve point of view on the test. ( On a side note: Jon which page is that on i can't find the info about using the higher units morale rating ) I would be very happy to play the rules again, and may look at putting on a Roman vs Samnite game using them, ( JJ i email you about that sometime in the week ) Many Thanks Nick |
Mr Steve | 10 Oct 2016 3:36 a.m. PST |
As I member of the victorious German team I can definitely say that the game finished at 4.30 pm as besides looking at the clock and saying "its 4.30 , shall we stop now" , we had packed up, had a chat where the Romans attempted to put forward a flimsy case that they had actually won, tidied up the room and were all in the pub before the England game had kicked off at 5.00. So probably 3 hours plus 1 hour arguing Like all games the amount of time required is relative to the confidence in and knowledge of the rules plus the size of the forces involved. I can add that you need to have the correct orders for your divisions at the right moment or that you have the ability to change them planned in advance. Both our trial games proved this point. In the first game I had a whole wing on Hold and my C-in-C right across on the other side of the board counting severed heads ( sorry, I mean being pro-active ) and so was too far away to do anything about changing their orders. (one of his allowable actions if their commander is within his command radius). In the second game the C-in-C's cards never came up prior to the end of turn ones doing so and I missed the opportunity to switch my units on the river bank from Hold to Attack until too late ( perhaps I should have used one of my Carpe Diem cards to jump in but who expects that both the end turn cards would be in-sequence so near the top). Finally, its no fun having a 'no armour' rating. |
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