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"ACTIUM AGAIN - Fought start to finish in 7 turns" Topic


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844 hits since 25 Jan 2017
©1994-2024 Bill Armintrout
Comments or corrections?

olicana25 Jan 2017 5:39 a.m. PST

Well, I've just finished solo fighting the battle of Actium with my amended War Galley rules and Xyston 1:600 miniatures.

I'm happy to report is was good fun and the rules worked. I've put quite a full report on my blog with dozens of photos of the action as it progressed. I hope you like it.

link

picture

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Frederick Supporting Member of TMP25 Jan 2017 8:29 a.m. PST

Great battle – nicely done and the commentary is very helpful in understanding galley wars

Plasticviking325 Jan 2017 7:32 p.m. PST

Great to see a detailed report. Nice and scrappy battle with plenty of ships. Funny historical parallel with Octavians' ships making a vain lunge at Antony at the end of the fight! Did you get through it all in one evening ?

timurilank25 Jan 2017 11:43 p.m. PST

Impressive test game.

How did you resolve the issue of successive raking?

olicana26 Jan 2017 12:35 a.m. PST

In the end I decided to use the basic rule plus an extra bit: Raked galley is crippled. Crippled move 1 hex max, forwards or backwards. In the turn it is first raked, place the crippled marker on that side of the ship, it can only turn in the direction of the marker. At the end of the turn the crippled marker is moved to the back of the ship. Next turn it can move 1 hex forwards or backwards but can turn in either direction (it is considered to have done some oar / oarsmen transfers).

My headache at the moment is doing something about using a prize / recaptured ship as a bridge to get to a grappled enemy vessel beyond, or to defend the prize using the crew of a ship grappled to it. I'm not sure how I'm going to resolve this but, I'm thinking about letting a grappled neighbour risk its crew to defend a prize / recapture and let it be used as a bridge:

Example. Three quinquiremes, 4 manpower each.

Turn 1 – Blue quinquireme is attacked by red quinquireme and taken. All of blues marines are put to the sword. The red quinquireme rolled high (9 – 12) so takes a manpower depletion – it has 3 left.

In the same turn, a second blue quinquireme boards to recapture the prize. Red chooses to defend it with 2 manpower from his galley that is still grappled with it. Blue (4 manpower) retakes the ship without loss and red loses the 2 defending manpower points – the red quinquireme is reduced to 1 manpower.

Turn two: This time blue activates first. Using the recaptured prize as a bridge he launches his marines to capture the red galley – it is 4 Vs 1 and blue succeeds in taking it, rolling high and taking a depletion. Red's last manpower is put to the sword, obviously.

Unless the original prize / recapture is attacked, the blue marines from the second quinquireme are assumed to have returned to their ship. They can defend the ship their ship is grappled with but not the one beyond the 'bridge' as you can only defend a 'next door neighbour'.

I think that will work reasonably well, allowing a better ebb and flow and more risk of casualties. In the game where this situation occurred (if Agrippa's ship had not been depleted by missilery), the boarding and re-boarding of the ship caught between the two enemy flagships could have gone on for ever without a loss to either side. As soon as I decided to use this rule I decided (playing solo) it was best for Agrippa to cut loose before Antony crossed the bridge. It will still need to be tested but I think it will work well.

alan in canberra29 Jan 2017 1:08 a.m. PST

A very nice looking game. I was hoping to do something similar for the Punic Warsin 1/600 scale having previously drawn a hex surface on our blue topped table tennis table for an ACW naval game. How did you equate the rules move distances turns and inclines with the hexed surface? Regards Alan

olicana31 Jan 2017 11:26 a.m. PST

Hi Alan. I used War Galley by GMT games. It's a board game that uses hexes. My problems with the rules were mostly to do with balance and an awkward activation system. I think I've largely overcome those problems – of course, balance is a debatable thing.

The rules are mechanically sound and well worth a look for bigger games, or as quick rules for smaller games.

alan in canberra31 Jan 2017 10:40 p.m. PST

Thank you. I will see if I can get a copy. Regards Alan

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