Saturday, August 12, 2023

How combat works in Optio - Cavalry

 

I realised I had done this post all wrong - mounted vs mounted charge and melee combat are resolved twice, reflecting the speed with which mounted fighting is concluded compared to infantry fighting.

So here goes again....

Cavalry vs cavalry combat is more fluid than infantry vs infantry since all cavalry types with the exception of really cumbersome heavies like cataphracts can evade a charge and also break off after melee combat.

A Roman medium cavalry unit faces off against Spanish light horse. LH morale is generally lower than MC, reflecting the LH's more brittle morale when engaged in hand-to-hand fighting (which it preferred to avoid if possible). The MC draws charge combat against the LH but wins melee. The LH however can outshoot the MC, scoring 2 shooting hits for the MC's 1. Who wins the fight? Answer is, it depends. Here are three combats: in the first the MC general has a better combat rating than the LH general (combat rating is the number in the grey square on the general's counter). In the second both generals' combat ratings are equal, and in the third the LH's general has the better combat rating.

An Optio battlefield is typically 8 squares deep though that can vary according to the scenario. I use 8 squares here.

FIRST FIGHT

In all three fights the LH have moved up to the MC to gain as much depth behind them as possible. Here the Roman general has a better combat rating than the Spanish general.


Turn 1. Spain.

The LH move up and trade javelins with the MC at a ratio of 2:1. Shooting hits are indicated by small arrows. The first arrow is green, second is yellow, third is orange and fourth is red. When the fourth arrow is reached the unit suffers a loss of one morale interval, i.e. a shooting hit is equivalent to ¼ of a morale hit. Units can shoot during their and their opponent's move, i.e. twice in a turn, at any moment during either player's move. After the red arrow the next shooting hit turns the dial to green arrow and so on.


Turn 1. Rome.

The Roman MC charges, collects two more shooting hits and drops a morale. A charging unit cannot itself shoot.


The LH then evade, rotating 180 degrees, pulling back far enough so the MC cannot reach them - 3 squares in this case - and then (optionally) rotating 180 degrees again. Agile class units like cavalry can rotate 180 degrees twice in a move. Light infantry like skirmishers and peltasts can also do it. The MC follow up.


Turn 2. Spain.

Evaded units cannot move or shoot in their turn after their evade (they have used up their normal move in their evade move). The MC however can donate a few javelins to them.


Turn 2. Rome.

The Romans charge again and collect their two missile hits from the Spanish (that green arrow should be yellow BTW)....


....who cannot evade this time since that would see them quit the battlefield. They must take it on the chin like men. Charge combat between MC and LH is normally drawn, but in this case the Roman general can break the tie and add an extra combat hit. Mounted vs mounted combat is resolved twice, but a general or commander's bonus is applied only once to the first round of combat, which means the LC lose the first round and draw the second, dropping one morale interval in total.


Turn 2. Melee.

In melee combat MC score 3 hits against LC who score 2 hits back. Generals and commanders help in melee only by raising the highest shaken interval (the white squares) to firm, so in this case the LH lose two morale intervals and rout.


Conclusion: LH facing MC who have a better general in the open stand no chance unless they have plenty of space behind them and can shoot and evade indefinitely. Fine if you're a Mongol but in a set piece battle that rather negates your role as infantry support. You have to do something to equalise the situation.

I'm just dashing off on a family visit. I'll do the next two examples soon.


SECOND FIGHT

Here the two generals have the same combat rating.


Turn 1. Spain.

The Spanish LH move up and javelins whizz through the air.


Turn 1. Rome.

The Romans charge and collect their shooting hits and morale loss.


The LH evades, followed by the MC.


Turn 2. Spain.

The evaded LH can't do anything except receive a few javelins from the MC. At the end of the turn they revert to normal.


Turn 2. Rome.

The Roman cavalry charge and again become a hedgehog in reverse.


This time the LH can't evade without leaving the battlefield so stay to fight it out. With both generals having the same combat rating the charge combat is drawn and neither unit loses morale. The generals aren't injured either.


Turn 2. Melee.

MC score 3 combat hits against LH in melee who score 2 hits back, so the LH lose 1 morale - twice as melee is resolved twice. A bit of good news for the Spanish: the Roman general is wounded.


After melee combat the LH breaks off. All agile units can do this.


Turn 3. Spain.

The LH stays where it is. If it moves up to shoot the MC it will shoot at a -1 modifier since it is shaken. This means it will get as many shooting hits as it gives and it will take only two more shooting hits to drop it another morale interval and rout it. What to do? What to do?


Turn 3. Rome.

The Romans charge in, collecting one missile hit from the shaken LH.


The charge slams home. The LH general boosts its shaken interval to firm and the fight is a draw, with neither unit losing morale.


Turn 3. Melee.

And then it's all over. The LH are outfought in melee and rout.


Conclusion: LH can't stand against MC in a straight fight with both generals equal in combat ability.


THIRD FIGHT

The LH general has a better combat rating than his MC opponent. Before reading through to the end, who do you think wins the fight?


Turn 1. Spain.

Up come the Spanish and there is a rapid two-way traffic flow of javelins.


Turn 1. Rome.

The MC charges and, well, we know what happens.


The LH evade in the good old skirmisher cavalry fashion.


Turn 2. Spain.

The evaded LH do nothing whilst the MC chuck some javelins their way.


Turn 2. Rome.

The MC charges and gets its donation of javelins, dropping a morale.


The LH can't evade any further so the charge slams home. Charge combat is resolved twice but generals can apply their modifiers only once. The first round of combat is a draw, so the LH general, having a better combat rating than the MC general, breaks the tie and adds a combat hit, inflicting one morale loss on the MC and dropping it to shaken. In the second round of combat the MC, now shaken with a -1 modifier, loses the fight and drops another morale interval. All is going well for the LH but their general is wounded.


Turn 2. Melee.

Not that it matters. The shaken MC again fight at a -1 meaning the fight is drawn and both sides lose a morale. The MC general can't help as he can boost only the highest shaken interval to firm. The MC rout.


Conclusion: with a better commander the LH can handily outfight the MC. So generals are important. 


Bonus feature: What about terrain? Does that change things?

FOURTH FIGHT

This time LH use scattered woodland to their advantage. Scattered woodland doesn't slow LH down but it does slow MC down from 3 squares per move to 2. The LH general is inferior to the MC general. So it should be a walkover for the MC. Right?


Turn 1. Spain.

The LH move up into the scattered woodland and shoot the MC. Scattered woodland doesn't affect anyone shooting out of it, but does inflict a -1 modifier to anyone shooting into it. In this case the MC's shooting factor of 1 drops to ½. That means that the MC can shoot only during the LH's move, i.e. only once per turn instead of the usual twice. It's the LC's move here, so the MC can hand them javelins pointy end first.


Turn 1. Rome.

The Romans charge and we know what happens.


The MC evade but this time fall back only 2 squares as the MC can pursue only 2 squares. The LH are in another scattered woodland square and the MC are in the open. Beginning to get the picture?


Turn 2. Spain.

The MC shoot the LH for another shooting interval.


Turn 2. Rome.

The MC charge and collect 2 more shooting hits.


The LH evade back another two squares, pursued by the MC.


Turn 3. Spain.

The evaded LH collect another spat of javelins.


Turn 3. Rome.

The Romans charge, are shot to red and drop another morale. They are now shaken.


Turn 3. Melee.

The MC are shaken but their general boosts the shaken interval back to firm and they win the first round of combat against the LH who drop a morale interval. For the second round however the general doesn't influence the fight (he applies his combat rating only once) and with a -1 modifier on the MC the fight is a draw and both sides lose a morale interval.


At this point the LH, after carefully considering the situation, decide to break off.


Turn 4. Spain.

The LH come back, this time to shoot the MC. Since they are shaken they score only one shooting hit on the MC, but the MC, with a -1 for shaken and another -1 for shooting into scattered woodland, score no hits at all.


Turn 4. Rome.

The Roman cavalry charge, collecting another shooting hit.


Turn 4. Melee.

And it's finally all up for the LH. the charge is a draw but the MC general, with a superior combat rating, breaks the tie and routs the LH.


Conclusion: terrain makes a difference but there are no wunderwaffen in Optio.

Second conclusion: if the Spanish general had been as good as the Roman one, the Spanish would have drawn the charge and won the melee, routing the Romans.

14 comments:

  1. I assume in 'Turn 2 Combat' the LC lose 3-2 to the MC (difference = 1 = 1 morale step) and the second combat (cavalry fight twice per turn) is the same because although both are 'shaken' their respective generals treat that as 'firm'. So the second fight sees the LC lose another step and break.
    I think generals are having too much effect in combat, it certainly means you have to keep adjusting the match up for their presence and I don't think where your generals are should matter as much as where your troops are. IMO the emphasis on committing your generals to combat always seems gamey.

    I don't see why the LC (or any cav) can't evade off the table. If the charging cavalry don't follow them off they can come back as soon as the square they left from is clear. If the chargers follow them off then the LC can't come back but the chargers can't come back until the turn after next (or possibly after two turns fully off-table). This would allow Hannibal's use of his cavalry at Zama to lure the enemy cavalry away from the fight to be played (if you believe that's what happened).

    Zama also poses a problem for infantry combat. How do you replicate the defeated first lines of Hannibal's army extending the flanks of his veterans that Scipio countered by flanking his Triarii with the Hastati and Principes? Or do you not accept that interpretation?

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  2. The generals are my way of raising the calibre of the unit itself since good generals or commanders tended to lead the best units whilst poorer commanders got the rubbish.

    And IMHO it's important not to underestimate the influence of a general/commander on the men of his unit. In warfare in Antiquity, where morale played such an important part, if the men were enthused by the charisma of their leader, that enthusiasm had a big influence on how they fought and it transmitted itself to the enemy whose morale could become more fragile in consequence.

    I've thought a lot about off-table combat - cavalry pursuing evaded cavalry and staying off the battlefield for so many turns - but eventually decided it was just simpler to assume that if cavalry evaded off-board it wasn't coming back and it would speed up the game to leave the pursuing cavalry on the table. The end result is pretty much the same anyhow.

    In cases like Mongol warfare, where evasion and pursuit could go on for hundreds of miles (before the Mongols finally sprang their ambush) there isn't any way of gaming it unless as a PC or possibly a campaign game.

    I don't personally think Hannibal planned to use his cavalry to lure the Roman and Numidian cavalry away from the battlefield. He had assumed he had cavalry superiority and was completely surprised by the presence of Massinissa on the Roman side (since his spies would not have seen Massinissa in the Roman camp). He had to change his plan and improvise on the spot, cancelling his outflanking idea and hoping his cavalry would last long enough against their opponents for the infantry to win a frontal slog. It was a desperate plan but better than no plan at all.

    In Optio routed units can be removed immediately from the table (simple version) or continue to move towards their rear (more complex version). In the latter case routed units can be rallied by generals/commanders once a certain distance from the enemy. This would give the Carthaginian player the opportunity to rally some of the routed units (others would leave the board before Hannibal or his commanders could reach them) and move them alongside the veterans.

    On the Roman side, Scipio's triarii - represented by the second line - can split from the hastati (a manoeuvre) and march in column left and right. To do this the second rank of each unit moves backwards into the square behind it to form a separate unit. This second line of units then forms 2 columns: half on the left going left and half on the right going right, and move until they are past the ends of the front line. They then reform line again and move up alongside the front line. It wouldn't take too long as columns can double-move. For the Zama scenario I would have a deep battlefield - 16 squares rather than the usual 8 - to give the Roman and Numidian cavalry time to pursue before returning to the battle to finish off the Carthaginian infantry. Even then the scenario rules would need some tweaking. Need to think about it.

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    1. I still think victorious troops should have to pursue off-table to stop defeated troops coming back. Perhaps the requirement to do so might be linked to the depth of the table? I say this as your proposal that Zama would be refought on a deeper table would stop this effect from happening at any other battle and I assume you are proposing these rules for hobby gaming i.e., fictitious battles.

      For the final infantry battle Scipio had his triarii in the centre, so you would have to exchange lines first and then perform the manoeuvre as described with the hastati/principes. That said it seems Optio sweeps this one up really nicely.

      Having sorted the Roman infantry for the final infantry clash at Zama, how does Hannibal rally his defeated 1st/2nd lines onto the flanks of his veterans in Optio?

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    2. Oops, got my hastati and triarii the wrong way round.

      In the case of the routed Gauls and Carthaginians, they can be rallied if with or adjacent to a commander or general and not able to be attacked by any enemy unit including by missile fire. So their commanders with a little help from Hannibal can rally some of them. They would already have moved to the flanks of the veterans as these didn't let them pass through and routers must keep moving towards their end of the table including going around any obstacles in their way.

      Re pursuing off-table, units leaving the battlefield and coming back later is a thing. There's Cannae, Raphia....then you have all those hoplite battles....OK you've convinced me. When one unit pursues another off-table the pursuer remains just outside the battlefield adjacent to the square it exited. After so many turns it returns. Question is how many turns? A typical battle in Optio can last up to 12 turns and my impression is that cavalry that left the battle early came back late. Let's require that the pursuers stay off the table for 6 turns. So a die is placed next to the unit with the 6 uppermost. Next turn the die is rotated to 5, next turn 4 and so on. Once the die drops below 1 and is removed the unit is placed back on the table, in the square it last occupied, and facing away from the table edge. That should do it. The evaders of course never come back.

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    3. How about one whole turn off-table +1 turn for each morale level they have lost - that way the more ragged the unit the longer it takes to recover and return. Also, they only appear on the table on the move they return i.e., appearing at the edge is their move and they cam move no further. Can't return adjacent an enemy unit, can return a move to either side of their exit square the following turn?

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  3. Couldn't help but notice dice appearing in places - having gone for a deterministic approach, why fudge it like this?

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    1. It's part of my cunning plan to entice wargamers to take up my system by reassuring them with plenty of pics showing dice on the battlefield.

      OR I accept that where individuals are concerned, there are so many factors influencing their performance that fixed combat factors and a handful of modifiers don't work in their case. So, dice. They add a thrill. Why not?

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    2. Don't compromise! The absence of dice is a worthy goal. Just say the commander is wounded, or just worn out, after the unit he is attached to has taken a set number of morale step losses. Do commanders stay attached to the same unit all the time? If not then only the morale steps lost while he is with a unit count.
      Generals will benefit from the way they reduce step losses on the units they are with and better generals will survive longer than poorer ones.

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    3. Commanders do stay with their unit though the general can move around. Let me think about it....

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  4. PS: I didn't realise routed units actually routed, somehow I had assumed they were removed as destroyed. Have you actually got a full set of the rules written down?

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    1. In the simpler version of the rules routed units are removed immediately from play whilst in the more complicated version they head for the rear end of the battlefield or the side edges if those are nearer. I do have a draft of the complete ruleset which I'm currently updating. I can pass you a pdf copy if you like.

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    2. A copy would be good, but best leave it until you've figured out of you want to make any changes.

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  5. Long time no post - problem with the rules? Still like to try them as had a couple of Ancients games recently that were rather dice dominated.

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    1. Hi Rob, the ruleset is pretty much polished now. Would you like a copy?

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