The battle for Hrolmar Bay

A Naumachiae battle report.

The rebel fleet lost the battle on the Mariol coast and fled with the Vilmirian fleet in pursuit. Being forced to keep speed, the rebels where unable to embark the heavy infantry marines that Kalvan had placed to guard his city, Kletch. Thus the rebels was without high quality marines. The rebels sailed in haste down to The Isle Of The Purple Towns to meet up with the Argimiliari reserve fleet and the transports holding a large force og some 7000 mercenaries from the south. The Vilmiran fleet then guarded the shore along Vilmir to prevent the reinforcements to land. The rebels and Argimiliarites then chose to sail into open seas to avoid the Vilmir fleet and to be able to disembark the mercenary force. The result was several days in open seas. Though crew exhausted and thirsty, the transports did manage to disembark the mercenaries, but at a high cost. The fleet had to screen the landing and thus a naval battle in unfavorable conditions commenced.

The Vilmir fleet portrayed by Romans and the Argimiliarites and rebels by Carthaginians.

The rebels had inexperienced marines and the crew was exhausted with few rations left after four days at sea. The ships where waterlogged as well, but they where in greater numbers and had faster triremes.

The Vilmirians had good marines and rested crews with hulls kept out of sea at night.

The battle could still be won by the rebels if they could amass their numbers and prevent speed in the Vilmiran fleet.

The fleets deployed, but due to cultural differences and conflict in the command structure, the rebels made their plan before taking a view of the enemy positions…

The battle was a disaster for the rebel cause. Without a functioning fleet, sorely needed reinforcements will be impossible to transport safely. The Argimiliarites will have to rebuild their fleet and put on a defensive strategy with their land forces to survive. A crucial mistake for the rebel plan was to have a definitive plan before deployment. Not willing to sacrifice the small light ships as a breaking screen was also making it hard for the Argimiliarite fleet to cope with the strong mass of Vilmirian ships. But, Kalvan kept his pirate fleet and still holds his little kingdom of Kletch, kept safe by Argimiliarite heavy marines. The fickle nature of politics i guess.

The rebels also had a very hard time with poor marines and tired crew. We will make some adjustments to the morale range effect, as it still is a bit too destructive on the game.

Next up from our rpg campaign is the land battle that takes place at the same time as the naval battle. A Vilmiran army will try to break its way through the half finished siege lines of a rebel leader outside the rebel stronghold of Hrolmar. The battle will have some similarities with one of Mithridates the Great`s breakout from a campsite in Armenia (if my memory is correct.)

The battle of the Mariol coast.

At the same time as the battle of Mariol, on the 11 of Arkenan, the rebel fleet with their Argimiliarite backers, returned to the war zone. To avoid an attack through the unprotected harbor by Vilmirans marines, the rebels decided to attack the Vilmiran fleet led by the war master Duke Elgar Esholta.

Elgar Esholta, sailed the fleet to an apropriate spot for defence as his fleet was outnumbered. The rebels had earlier in the campaign disembarked their marines for the land campaign in Kletch and had now embarked new ones, though unexperienced. With their superior numbers the rebels, under Admiral Lupus Barka, would be able to swarm the Vilmiran fleet with smaller ships and then send in their heavy vessels. But, this was to prove otherwise.

We played the battle with Langton models. The Vilmirians are represented by the Republican Romans, and the rebels as pirates and Carthaginians.

The rebel fleet have more and faster ships with incendiary ammunition on many ships. They have inferior marines.

The Vilmrians have heavier ships with better Marines.

We have made a lot of adjustments to the Naumachiae game to make it faster, better and less mind boggling. The game has good core mechanincs but needs speed.

The battle was very satisfying for the Vilmirian player as the tactics proved to work. The rebel chief admiral Lupus Barka was taken captive and the prisoners prepared for the slave market. The rebels could have been luckier as the number of ships gave them a good advantage. They could have made multiple rams on many ships as this would be very important in winning a combat, but alas the formations did not hold and they rebels rushed into combat. Great glory and victory to the Vilmirans and Admiral Esholta.

Without a functioning fleet, the main rebel army is now locked between two major Vilmiran forces, and the rebel cities lie open for attack. A critical time for the rebellion. And in the rebel camp, disloyalty and self interest threatens the fight for freedom.

Movement took very long this time, as the ships where positioned at odd angles and far away. For the Vilmirans this was good. But for the next battle we might double the speed rates and missile values to speed up play. This means that a lot could depend on who has the turn, so alternate squad movement might be vise to include.

A Naumachiae battle

The following battle was between Carthage and Rome. We wanted to test out further improvements to the Naumachiae game, to speed up and streamline play. I also wanted to test out how the “flanking” fleet order would play out in the game. The fleets where roughly the same size with the carthaginians having light triremes as opposed to heavy. The fleets where also designed to reflect the type of ships in our rpg campaign.

 

The rules adjustments get better as play turned out fast and with a minimum of bookkeeping.

2mm ancients progress

I have collected some 2mm miniatures from Irregular miniatures recently. They look better than one would think taking in account what is generally represented through the pics you would find on the web. I have based them to be used with Hails Cæsar and tried to follow what historical documentation there is with the setup and structure of the soldiers.

The legionaries follow the Polybian structure. I chose to place the frontline Hastati in a battle line, as i guess this is the way they would fight when done with manouvering about with their handy maniples. They are two maniples to a base with 80 man in each maniple.

The gauls or celtiberians are about 150 – 160 man to a base.

Hoplites are placed in 6 ranks, as this is a little more economic than the 8 ranks, and is more proportional to the other units. 240 men to a base.

The macedonian phalanx is 300 men to a base. I wanted them to be 16 deep as this was probably the standard used in ancient times. 10 blocks of pike make up one base.

Heavy infantry/light infantry is otherwise placed in 4 ranks deepth. H inf 160 men. Light inf 100.

Skirmishers are about 30-40 men.

Cavalry is between 30-50

Light cav is 15-30

I placed some selvat dust clouds behind some of the troops to make some effects. I really love the way you can pley around with formation movement and individual models as well as blocks. I will make some “in fight” bases in the future. I also used some skirmish troops as casualty markers in the same fashion as we do for our 6mm figuers.

The models accompany my langton ships quite well and the lan is to have enough soldiers to field some battles historical or fictional in 1:1 ratio without problems. As Hails Cæsar is a very versatile system, all i have to do to get a faster game is to double the base width. I hope more people start using this scale to represent model battles, because you can really do great and epic things with them. Apart from Irregular miniatures, Langton makes superb ships and buildings. Brigade models makes a great assortement of buildings. To my eye 1:900 and 1:1200 goes well with eachother.

Right now there are about 10 000 2mm soldiers. 4000 of these are in a Polybian legion.

Naumachiae Naval battle Rome vs Carthage

We had ourselves a battle of Naumachiae to test some simplifications. There are some nice mechanisms that makes it a great game, but we are trying to scale down the book-keeping and make a large naval action playable in an evening.

 

We had a good game in the evening, landing on approx 5 hours.

The reason i like the rules so much is that they take in consideration how ships and fleets moved with communication limits and that speed and maneuver is crucial for success. I`m opposed to the idea that naval battles are just land battles at sea, and i think it`s important to try to emphasize the different tactical aspects of a land battle and a sea battle. So, that is why we simplify this good, but too complex game.

 

The battle of Mariol

Dux Elgar Esholta, Ongar Octaviar, Admiral Rhesus and Legat Castor attacked the main argimiliarite (Carthaginian) fleet with vigor and aggression. Loaded with heavy equipment, this proved to be a disaster for the Vilmirian (Roman) navy. We used the Naumachiae rules to fight the battle. This was a challenge as the rules are quite complex and we had no greek book-keper slave available.

The fleets seemed to be balanced, but I would swap speed for heavy equipment any day, I realized. The Vilmiran (romans) had heavy threes, quinqeremes stuffed with marines, catapults, corvus and towers mixed about. The argimiliarites (carthage) had incindiary ammunition and more ships of a lighter and faster class.

Each model represents 5 ships.

Tragedy at sea! What now?! The rebels will have won the seas and to rebuild the fleet will be expensive and time demanding. The battle was fun, although the complicated rules slow things down too much for a large scale action. Naumachia is probably best suited for fleets of five to ten ships per side. I guess these rules are some of the more precise and correct rule- sets when it comes to movement and behaviour, lots of good ideas and mechanics. But, we clocked 22 hours doing this game over a weekend. That is 18 hours continous play. It is not possible to achieve that more than once in the century so we will have to either simplify the rules (they do have great elements) or to find something else. Hail Agrippa have been considered, but since it pretty much removes the way a naval game is different from a land battle, it seems a little pointless. Maybe Poseidon`s Warriors will be a good substitute for naumachiae. I guess we would still use the rules for small scale engagement as the rules are so detailed. There is simply too much book-keeping and to many factors to remember to have an efficient game of 30+ ships per side. I wish there was a fast play version of the game as there is with the other games available from Langton minis.

Anyway, the battle was exiting (although the exitement beeing stretched out). We had guests during the battle, Mercenary Mike from England borrowed my Monteforino helmet and a gladius from our host and supplied the Vilmirian fleet with support and spirit. The phrase “sir, where are our support sir?!” Will be remembered until the next battle. Big thanks to our host whom held the event in this 30c + environment.

Then to the coclusion:

Vilmiran marines

Dead 1590

Prisoners 1435

Vilmirian sailors

Dead 5096

Prisoners 6404

Argimiliar

marines dead 887

sailors dead 1384

Critical advances in the campaign

After moving troops for a while we realized some of the earlier moves by the fleet was wrong. The troops of the Argimiliarite allies (greeks, carthaginians) did not have the freedom to move where they would like to. Their opening orders where to build two fortresses on the coast of the protectorates to establish a future trade colony. Therefore we moved the fleet to this location and had Lysander and his soldiers start building. Hasdrubal, though, had the opportunity to move elsewhere. We moved troops for about eight days (turns) before making critical contact.

A fleet is hired/expropriated/built. It uses two days to sail to Dolgar. One vilmirian army heading for Hrolford trned back to Jadmar. Meanwhile the main fleet of Vilmir, led by Esholta and strengthened by the fleet of duke Ongar Octaviars 25 quinqeremes, starts to hunt for the Argimiliarite fleet who just offloaded 7000 men at the shores of Klethc. This city is then besieged. 2000 retired soldiers man the walls as they prepare to defend their newly conquered homes. The Kletchians have returned for vengeance. Esholta has the opportunity to leave 3200 marines in the city, but wants to keep them for the potential fight with the enemy fleet. The Vilmirians frown upon this decision to abandon them. Meanwhile, Hrolford i further strengthened by a legion. The rebels led by Cato decides to give up the city and withdraws to Old Hrolmar for the defense of the city. From marful marches one of the northern border armies to the aid of the south.

On the tenth day, the fleets made contact and the siege of Kletch was fought.

 

Wreck counters for naumachiae

The ancient naval wargames rules naumachiae use wrexked ships as part if the gameplay. The langton miniatures provides wreck models, but i have noe aquired them yet. But, i used spare parts and some green stuff to make a few homemade ones of various size. There are aleays a few spare parts in the langton sets. Very nice for creativity.

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