Tuesday, 22 April 2025

Marathon and Platea with Dominion of the Spear

 I recently picked up the Ancient Battles supplement to Dominion of the Spear (along with the Pike and Shot version) . It has 36 historical battles in the DotS format, along with historical notes, deployment suggestions and variant army lists depending on whose sources you believe. Tucked away at the back are also some designers notes on how terrain was handled in the scenarios and some ideas for alternate activation systems.

I wanted to try the latter out, so set up a couple of battles from the scenario book. First up, Marathon in 490 BC. I realised later that I'd already done a version of Marathon when I first purchased DotS, but this one is the scenario from the supplement. 


The general setup is this. The Greeks are at the top with four armoured hoplite units, three in line and one in reserve. They are attacking, as they did historically. The Persians have five units of archers, one of whom (the Immortals) are elite. They have the Immortals in the centre, flanked by normal archers and two more in reserve.

Historically the Immortals did OK in the centre, but the charging hoplites collapsed the Persian flanks and routed them.

An optional rule is that if one or both sides only starts with four units or less, then both sides get an extra basic unit of infantry in reserve. It introduces a bit more decision making and a bit more depth to the armies, but I didn't use that option for a first run.


For the first iteration I used the standard activation system. Each zone activates from the left (attackers right). Missile troops fire first then melees are resolved sector by sector.

The great mass of Persian archers get to fire first, but if they miss, the Greek hoplites get a bonus in melee against missile troops. The Greeks are armoured so the Persians need a 6 to hit them (5+ for the Immortals) but the Greeks hit in melee on a 4+.

Things go badly from the start and the Immortals are routed. 



And even though the Persians do rout one of the Greek units they are rapidly reduced to two units.


And then annihilated. Greek win. 


Next I tried activation option 'B'. This involves the attacker picking one sector to activate and then the defender, rather than the automatic combats in the standard version. This involves more decision making and is a bit slower to resolve as only two sectors fight each turn. It better represents commanders choosing where and when to attack though. 

The Persians here are doing better than before, two hoplites routed and only one Persian. That unopposed central position for the Immortals is a killer, as they can now conduct flank attacks against the hoplites on the right and left which gives them an extra bonus on top of their +1 for being elite. 



And the Persians duly wipe the floor as the Greek centre collapses, rapidly followed by both flanks. 

I'm not 100% convinced about that activation method as both sides just picked the most favourable matchups each time. Obviously the vagaries of the dice had something to do with it, but I'm not sure. If you want a slightly longer pure match up game, then that is one to pick, and it better represents active and quiet sections of the battlefield. 


The final activation method is a mix of both. The attacker and defender each pick a sector to activate, and then the third sector fights automatically. This is a compromise of the previous two in that you can do some minmax, but still get to resolve all three sectors so I is faster to resolve overall and throw in some unexpected outcomes. 

This one ended with a Persian defeat, but I think I prefer that mistakes in the initial deployment are punished, rather than players constantly picking the best battles to fight. In a solo game you are both sides of course! They both good suggestions as alternatives to the quite mechanical standard activation sequence, particularly depends how much you much control vs chaos you want. 

I thought I'd try a different mix of troop types, and the next chronological scenario is Platea in 479 BC which has rather different forces.


The setup for Platea, the Persians are attacking this time. The Greeks have got two armoured hoplites in the left and centre, and on the right is the Spartan contingent, rated as armoured elite (ouch!). The reserve is a unit of unarmoured hoplites, just rated as standard foot.

The Persians are more a mix this time. On their right are mercenary hoplites (armoured spear), in the centre are the inevitable massed archers and on the right, a big blob of cavalry. Two more archers in reserve, including one elite unit (the Immortals).

This is roughly the historical deployment, but a very viable alternative would be to put all the archers in the front line and keep the mercenaries and cavalry in reserve. Something for another day perhaps.


For the first run through, I went with option 3 for activation - each side picks one activation and the third is automatic. The dice weren't playing ball and although the Greeks routed both the mercenaries and an archer early on, the Spartans and Persian cavalry kept bashing each other but both steadfastly held on.


Eventually the Persian centre collapsed and then it was all over with a complete Persian rout. Unlike real life however, the cavalry and Spartans were still battling it out on the right.


I tried it again with the normal activation system (three automatic activations left to right) and although the Greeks routed both the Persian mercenaries and cavalry, the Persian archers struck a string of 6s and just shot the Greeks right off the field.


For the final matchup I reverted to option 2, each side picks one sector to activate. The Greeks managed to rout one Persian archer early on,  but once again the Spartans failed repeatedly against the Persian cavalry.


The Immortals didn't last long either, and soon there was a gaping hole in the Persian centre.


And finally a very one sided rout.

That was certainly a bit more deliberate, and it adds more decision making to the game. If you are au fait with the various combat modifiers and matchups then  it makes some of the decisions easier. I guess if you wanted to spend even more time just doing one battle you could let the units take two hits befor routing (like the two hit version of the Portable Wargame). I've also had a few thoughts about reserves, and I know Shaun has made some suggestions about making them less flexible. I do like the look of the armies deployed in multiple lines, so much better than the wargame standard 'one line of troops from side of the table to the other'. 

All the games were fun and fast to play and I think they are ideal for trying out different deployments etc or for games in a campaign setting. It is very refreshing to be able to fight six engagements in under an hour, and I certainly want to try some of the battles outside the 'classic' Ancient period. The speed of play pretty much allows you to conduct Monte Carlo simulations of the various battles, as although in theory the points values are matched, the matchups between troop types are quite asymmetrical and it lends itself to experimentation of optimal deployments.
   


11 comments:

  1. I've bought all three of his rules, but only tried out these rules. At the end you mentioned using two hits to eliminate a unit. I haven't tried that out yet, but I thought that his army lists might work out well with The Portable Wargame Ancients rules.

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    1. The two hit thing was only a thought if you wanted the games to go on a bit longer and be slightly less dice dependant. It seems to work well for Shaun Travers very fast Ancients rules. At the moment I'm leaning more towards rapid execution of lots of battles with these rules, rather than extending the duration of each engagement. But yes, you can't have too many Army Lists and they would certainly generate some decent PW games.

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  2. I've been experimenting with two hits, but only for spears to reflect their greater power to resist. I still have them eliminated regardless of how many strength points they have if they are hit from a flank attack.

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    1. That is an interesting idea. I've gone with the approach that melee infantry hit on 4+ but can't mutually destroy each other. It also prolongs spear/pike infantry combat.

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  3. Hello Martin,

    Excellent stuff. I like the single activation as in ancient battles. I think there are sectors of the battle where you do not want to attack and so the choosing a single sector (even if it is your strong one) make sense in that context. In most ancient games I play, there are areas of the battle where you do not want any combat as you are weak there.

    I like the single hit as the games are so fast. I played a few games with 2 hits or a "disorder" status but found the games did not have the same feel as they were slower. It may be better to use different rules if want a slower game (even if only a little slower) - which is where I am heading.

    I have played all 36 Ancient battles from the book. Actually 42 as a few had alternative force suggestions and I added a couple. I finished playing them about 4 weeks ago but am struggling to actually to the writeups - I have only really got the first 10 battles in much of a postable shape :-( Ah well. It also inspired me to go back and revisit some 3x3 ancient rules based on my ww2 3x4 rules combined with my own ABC rules (so sort of 2 hits a unit). Still a work in progress as I got further sidetracked into 3x3 SF skirmish rules based on the ww2 3x4 rules. lol. Having fun though and I am close to actually playtesting the ancient ad SF ones and I am sure to post on them.

    With the melee infantry no mutual destroy I do allow for if one or both of the melee infantry is ferocious then both will be destroyed (as one pursues the other). I found the no mutual destruction rules suited me as a) it got rid of a modifier (5+ for melee infantry Vs melee infantry) b) if evened out the elite Vs armour factor a little (hitting of a 5+ against armour becomes a 6+ that is a 50% reduction; hitting on a 5+ and being elite becomes a 4+ and is only a 33% improvement) and c) I tend to believe that in most battleline infantry clashes one side held the field and was rare for both (normally in the centre) to pursue until the overall battle was won. But I can definitely see Steve's point of view on that mutual destruction was one side pursuing the routing other side before the overall battle was won.

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    1. I'll look forward to the writeups. The great thing with DotS is that is so fast to play, you get through the battles a lot quicker than you can write them up. I only have the energy to do a few at a time (although I usually play them two or more ties each).

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  4. Perhaps you could add a Left, Center, Right (LCR) die to determine the crisis point of the turn. The Dot/Hold mark would be player option as to where the fight resolved that turn.

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    1. That is an interesting idea, particularly for solo play. With such a small battlefield there are so many interesting options to try out for managing the combats (and reserves). I'm coming round to the idea of each side picking sectors, but all these things are a compromise of speed and decision making. If I ever do get around to playing MarkCordones 'Peleponnesian Wars' campaign again, I'll probably use the fastest resolution option - all three sectors fight, left to right.

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  5. I agree. I really like the mutual destruction result for cavalry, and there is always the military concept of 'culminating success' - a unit wins but cannot continue further operations until seriously rested, reorganised and resupplied. Essentially a phyrric victory.

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  6. Thank you for finding this set of rules Martin, they have breathed life into my flagging interest in Ancients - well done, I owe you a pint.

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    1. They tick a lot of boxes for me. I am yet to find Ancients rules for f2f I am entirely happy with (Lost Battles is probably the closest as a simulation , and Command and Colours as a fun game). These are fabulous for solo play though, and let me scratch the 'refighting Ancient Battles" itch.

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