Thursday, 29 July 2021
Kiss Me Hardy: What Will They Say in Saint-Malo?
Thursday, 24 December 2020
Ad Mare Bellum: Slaughter at Salamis
Before the November lockdown I did manage to get a couple of games in down BIG as we were (then) Tier One, I have just been a tad tardy on writing up the after action reports for one reason or another... The first of these was our refight of Salamis using Long Face's Ad Mare Bellum. Following a couple of previous games we'd made a couple of tweaks to the game which had worked well including the inclusion of a 'Tiffin' card which randomly ends the turn (what's the Greek for Tiffin?)
On an 8' x 6' table Steve and Bryan commanded the Greeks (deployed at the top in the photo below), whilst George and I command the larger fleet of Persians, Ionians and Egyptians... The numbers of ships was taken from the scenario in Poseidon's Warriors.
The battle turned out rather one sided, not helped by the Persians drawing six phases in a row allowing them the initiative to attack the static Greeks. The odds of that happening are of course rather unlikely but the Gods of the Dice decided to that was the way things were to play which was a shame as it had not happened like that in the two smaller games George and I had previously played and led to a rather unsatisfactory game for Steve and Bryan...
Wednesday, 30 September 2020
Ad Mare Bellum: Confrontation at Kolokythokeftedes
Following last week's run out of Ad Mare Bellum, George and I decided to have another battle down BIG with a couple of minor tweaks.
Last week in the first turn we had pulled four of the six phase cards and as three of them had been mine George knew he had two phases in a row coming up and was able to position his ships through two moves in a way be would not have if he had not had that certainty. If the possibility existed of my ships having the opportunity to move he would not have exposed his flanks in his first phase move. Speaking with game designer David Manley he suggested we include a turn end card which ended the turn(!) but oif you had not had an Action Phase in the turn you automatically got one before the next turn started. Secondly in one boarding action we had a two ships on one situation with each scrap fought separately, tonight we were going to treat it as one action with the attacker combining their Boarding Factors.
Off the Greek island of Kolokythokeftedes, a Phoenician fleet has appeared and the Greeks have launched their triremes in response (as we did last week we treated the Pheonicians as being from the Manoeuvre school and the Greeks from the Boarding school.
Having captured 11 enemy triremes and immobilised another for the loss of just one sunk and one captured this was a pretty decisive victory for the Greeks.
Whilst George had joked about my luck early on as he had three Action Phases in a row (and five in total to my one initially), it did mean that my fleet was forced into a defensive position and George unable to use the advantages of Manoeuvre to any effect with the Phoenicians falling victim to the superior Greek Boarders. As he could not gain the advantage of turning the Greek flank George felt he should have been more decisive in Ramming the Greek triremes head on, despite the risks. Standing still handed the Greeks the initiative allowing them to board and capture the static vessels.
Our experiment in combining the Boarding Factors proved too powerful as the best the defenders could hope for was a drawn combat (and only a 1 in 10 chance of achieving that). We decided part way through to amend this to so that an Attacker could only add half the Boarding Factor of any supporting ship in a multiple combat. This worked much better and did allow the Phoenicians to capture one ship with some fortunate dice rolling.
We concluded the missile fire was too powerful for the actions we were fighting, with a 50% chance of a target suffering a Crew Casualty. The impact of that meant that in a subsequent Boarding Action the impacted vessel's own Boarding Factor is reduced by half (from 4 to 2) severely limiting their chances of not seeing their trireme captured and it became my tactic of choice in this battle. For our next game we are only going to allow a Crew Casualty to be caused by bow fire on a roll of 6.
Our minor tweaks are not a criticism of the rules which we really like, but they do cover a 3000 year period and we are making some small modifications to tailor them for the first twenty years on from 400 BC.
Wednesday, 23 September 2020
Ad Mare Bellum: Bloody Seas off Taramasalata
After our less than satisfactory try out of Posiedon's Warriors our initial plan was to make some changes and given them another go, but a read through of Long Face Games' Ad Mare Bellum led George and I to decide to given them a try out last night down BIG.
We both went with 20 triremes a side, George deciding his were Phoenicians trained in the school of Manoeuvre tactics, whilst I went with Greeks who emphasised Boarding as their preferred tactics. Adopting a specific school gives you some benefits in Ramming, Boarding etc. As we just wanted to try the rules out we lined up facing each other and started rowing!
By the end of the game the Greeks had seen six of their galleys sunk, five captured and one immobilised whilst the Phoenician fleet had seen two triremes sunk and five captured. Overall a victory for the pesky Phoenicians!
So how did this compare to our experience with Poseidon's Warriors? Much, much better. The Ad Mare Bellum rules have a little more record keeping but nothing too onerous and there were no automatic sinking results with no dice rolling which I still maintain is wrong in a wargame! Ramming atempts here had the possibility of failing or causing different degrees of impact. The game proceeded at pace, we were both fully engaged throughout and most importantly, whilst, like with the Mersey Osprey rules, odd rules like the ease ships took Crew Casualties seemed too effective at the time, the actual effect that had and the end result felt "right". We need to sort out some better markers and get some decent wrecked markers made but I think we have found our rules and would recommend them to anyone looking for a fast play Ancient Galley wargame.





















































