Thursday, February 27, 2025

Hills in Optio

Hills are a unique feature in Optio, but require a little preparation to implement.

Most wargame hills look like this, nice little neat round kopjies in the middle of a flat bushveld:

Problem is that most hills outside of Africa (and in Africa too come to think of it) don't look like kopjies and armies that used hills weren't constrained by the hill's narrow dimensions to deploy only a percentage of their forces on them.

Real hills are more like this. An entire army could deploy along the length of one.

So, how to replicate that on the gaming table? It means creating hills of any size and shape. In Optio I do it with a battlefield cloth, magnetic sheeting and hill segments.

The magnetic sheeting can be bought easily and cheaply. I got 4m x 60cm for a song at Maizey. Putting two strips side by side to give me my playing area of 80x160cm, I marked out a 10cm grid on the sheets, on the magnetic side.

Next, the hill segments. There are four of them: hilltops, hill sides, hill corners and hill inverted corners. Some of the hilltops are 20x20cm and cover four sheet squares. I made them from corrugated cardboard, but one could always 3D print them or make them from wood.

Hilltop:

Hill side:

Hill corner:


Hill inverted corner (its function will become clear further down):


With these hill segments on can create simple hills:


Or much larger ones  with more complex shapes, and multi-storeyed if you like. Now you can see how the inverted corner works:


To create hilly terrain one first sets up the hill segments on the magnetic sheeting, conforming them to the grid:


The battlefield cloth (printed quite cheaply at SG Branding) is then draped over them and positioned so its squares correspond to the square grid of the magnetic sheeting (more or less):


Terrain discs now come into play. They are made of pieces of battlefield cloth glued to magnetic sheeting and cut in a roundish shape that fits within a terrain square:


The discs are applied, magnetic side down, to the battlefield cloth. They snap strongly to the magnetic sheeting beneath. First, one fixes the corners of the sheet in place then puts discs around the hills to define them.


Et voila! You have hilly terrain. Now to put down trees, rivers, etc. and finally the armies.




Following on a post in the comments, here is the battlefield cloth as a free pdf. Getting the cloth printed is easy enough - just find a branding company that does tablecloths.

Wednesday, February 19, 2025

The terrain pre-game

Quite a bit of interest has been shown in Optio's terrain pre-game, which is how terrain is determined for the main game. I've decided to make the rules for it a freebie. They are laid out in this post but are also available as a free download on the Optio forum. The pre-game usually lasts between 5 and 15 minutes and is IMHO a good deal more fun than throwing dice and watching the gods drop forests and hills down from the heavens (apologies to every single rules writer out there 😲).

Astute readers will note that this system is easily adaptable to other rulesets.


RULES

Each player has 6 blocks: one army block, one scout block and four dummy blocks. The blocks are green for one player and red for the other. The army block has a helmet icon on one side, the scout block has a spy’s head icon on one side, and the dummy block has a donkey’s head icon on one side. The blocks I use measure 10x10x10mm but they can be larger if desired.


Each player also has 6 kudo coins.

There are a variety of operational terrain maps, divided into a grid of 5x5 large squares of which each square is subdivided into a grid of 8x8 smaller squares. Each large square contains terrain for a mini-battlefield and is used to set up the battlefield for the main battle. One of these terrain maps is chosen by agreement for the game. The terrain maps can be downloaded from the Optio forum (see below) and measure 40x40cm. But make them larger if you like.

Each player sets up his blocks off the map with the icons facing him and hidden from his opponent.

The players each throw a die (or they can arm wrestle). The player with the highest throw / biggest biceps moves first. He moves at least one of his blocks onto any of the large squares adjacent to the edge of the map facing him. He may move more than one block, up to all his blocks. One or two blocks may occupy the same large square. He keeps his block icons facing him and hidden from his opponent.

The second player does likewise, moving one or more blocks onto the large squares on his edge of the battlefield and keeping their icons hidden from his opponent.

In the next turn the first player moves at least one of his blocks, though he may move more than one, up to all his blocks; the second player does likewise.

Blocks may move one large square per turn. They may not move diagonally.

A block may move into a large square occupied by an opponent’s block. In fact, up to two blocks may move into a square occupied by two of the opponent’s blocks. When a block moves into a square occupied by an opponent’s block it remains near the edge of the square from which it came, to clearly indicate from which direction it entered the square. This is important.

When an army or scout block moves into a large square occupied by an opponent’s block, the block may immediately “scout” the opponent’s block. To do this, the player turns his block so that his army or scout icon is face up, revealing the identity of his block. His opponent then turns his block to reveal its identity, or one of two blocks if he has two in the square.

An army or scout block may scout only one opponent’s block per turn. If it is in a square occupied by two opponent’s blocks it chooses which block to scout.

Blocks that are revealed in this fashion continue with their icons face up for the rest of the game.

Dummy blocks with the donkey’s head may not scout.

The game continues until both players’ armies have been revealed. Once the second army is revealed all blocks except the army blocks are removed. The player whose turn it is to move next must move his army closer to the army of his opponent. This means that the army must move in such a manner that it now has fewer squares to move before reaching the enemy army.

The player may avoid doing this by paying a kudo counter. He hands in one of his kudo counters and can now, for this turn, move his army further away from his opponent’s army, or not move his army at all.

The player in subsequent turns may continue to pay a kudo counter if he does not move his army closer to his opponent’s army, however, once he has run out of kudo counters he is obliged to move his army closer to the enemy army one square each turn until both armies occupy the same square.

The game continues until one army moves into the square occupied by the other army. That square (and half of each of the two squares on either side of it)  is used to set up the terrain of the battlefield. The side of the square by which the second army entered becomes that player’s side of the battlefield.

One army may by scouting reveal another army in the same large square. In this case the army who entered the square last determines the orientation of the battlefield, i.e. the side of the large square by which it entered becomes that player’s side of the battlefield.

The player whose army occupied that large square first uses a template to adjust the battlefield. The template covers exactly the area of two large squares. It is placed so the large square occupied by the two armies is in its centre, with half a large square on each side, i.e. an area measuring 8 x 16 small squares. Neither of these half-squares can be on the side by which the second army entered the central large square.

The player may then, if he wish, move the template one small square forwards or backwards, and one small square sideways left or right. 

The template must not be used to include more impassible terrain in the battlefield as well as the edge of the map, but may be used to include less such terrain.

Once the template is positioned as the player desires, the battlefield is set up following the terrain shown by the template. The battle is then fought.


Template moved one small square upwards.


Template moved one small square downwards.


Template moved one small square to the right.


Template moved one small square to the left.


Template moved one small square up and one small square to the right. It can also move right + down, left + up and left + down.

You can get pdfs for the ruleset, player aids and a selection of maps here.


PS: Anyone who is curious about why I include kudo counters please ask. I'll be happy to explain.


PPS: People have asked this elsewhere so here goes:

I've spent some time refining the game to the point where I'm now satisfied it does its job. The point of the game is to jockey for a battlefield that benefits you or at least doesn't benefit your opponent.

The concealed icons on the blocks simulate fog of war - an army initially doesn't know the location of its opponent, just that the opponent is in the vicinity.

The scout represents a small reconnaissance party (usually horsemen in real life). The donkeys represent local inhabitants - herdsmen with their animals, that kind of thing.

If you can discover the enemy scout and army, then you might be able to move your own army into getting an advantageous battlefield, usually letting the enemy army come to a square that suits you. More often though both armies are discovered and then the kudos come into play. They represent the reputation of the general with his men. Both armies know where the other is, there's no longer any need for concealment and the men are keen to fight. The general can rely on his reputation to avoid battle for a while until he finds a good enough battlefield but eventually he has to bow to the desire of his men for a fight and lead them to the enemy, regardless of the battlefield.

From the angle of playability, the kudos give the players a little more time to jockey for the terrain they want before finally closing for the battle. I think 6 are enough, at least for now.

What generally happens is that both players find a battlefield that doesn't decisively favour either, but has some good features for both - a hill for the one, some woods where the other can anchor a flank, and so on. Which is how it usually happened in real life.

Sunday, February 16, 2025

Hannibal Barca has a big bita

Peter got me. He got me good. And in public too as this game took place at the Historical Gaming Group that meets once a fortnight at the German Club in Durban. Nice place with good grub. Jenny the barmaid who handles food and drinks is friendly and on the ball (this advertising is given free of charge).

This was another Rome vs Carthage scenario, Peter commanding Carthage, yours truly Rome. Using the newly streamlined terrain pre-game we got this battlefield:



Which we then set up on the table. I brought out a new battlecloth I had just got printed. Battlefield squares now 10x10cm rather than 9,5x9,5 cm as per the former cloth, and greener as well.


We then organised our armies and deployed them. Each player groups his stands into units as he sees fit and chooses whatever general and commanders he wants from a command point quota that varies depending on whether he has a poor, average or good command army. 

Peter on the left, yours truly on the right. Peter chose a general with a command rating of 1 whilst I chose a general with a command rating of 4. Difference was 3 so Peter had to deploy his entire army first. I then put down my own army, spreading my MC into a regular strength unit and two understrength units to better match the frontage of Peter's cavalry.


Having deployed first, Peter moved first, so

Turn 1. Carthage.
With the exception of his LH, Peter advanced his entire army. I forgot to photograph this move so straight to

Turn 1. Rome.
I advanced everyone, my cavalry moving up at speed to preoccupy Peter's cav whilst my legions won the game for me in the centre. My Auxilia screened by my LI moved into the woods on my left.


Turn 2. Carthage.
My first sucker punch from Peter. His LH slipped between my MC units and flanked my one MC unit facing his MC. Javelins, javelins everywhere.


Turn 2. Rome.
My double-ZOCed MC unit could not escape ZOC as that would meaning moving into the ZOC of another enemy unit which is forbidden. Giving it up for lost I pulled the other understrength MC unit back whilst the rest of my cavalry advanced into the rear of Peter's infantry. My legions moved up - they would need to engage the Carthaginian infantry as quickly as possible.


Turn 3. Carthage.
Peter's LH shot up my MC and then his own MC charged it. My mounted unit would not last long....
Meanwhile the legionaries did their thing with their pila.


Turn 3. Rome.
I changed my mind about rear-ending Peter's infantry and came back with my full-strength MC unit to harass Peter's LH whilst my other mounted unit did the same. Meanwhile the legions charged the Poeni foot and the Warband. I would win the battle in the centre. The legions were invincible in a frontal fight. Weren't they?


Turn 3. Melee.
My beleaguered  MC unit finally routed whilst the legionaries and Carthaginian foot duked it out. In the fury of the fighting my legionary commander was wounded!


Turn 4. Carthage.
Peter's ZOCed LH turned to face their opponents whilst his unengaged MC moved up in the direction of my rear. Oh dear....


Turn 4. Rome.
Time to act quickly. My MC charged, one LH evading whilst the other - unable to fall back - stood its ground. But the previous 90 degree turn had disordered it, making it vulnerable and it lost charge combat, getting routed.


The victorious Roman MC occupies the vacated square.


Turn 4. Melee.
Nobody routs yet. All going according to plan. My legions were executing line relief as necessary. My general began composing his victory speech.


Turn 5. Carthage.
The Carthaginian cavalry move up  to engage my outnumbered horse....


Turn 5. Rome.
....who run for it. Their job is to keep the Carthaginian horse busy without getting annihilated themselves. It is for the glorious Sons of Romulus to win the battle. Hurry up and win it, chaps!


Turn 5. Melee.
O tempora, O mores! The courageous legionary commander is killed! The bards will sing of thine heroic deeds.


Go meet the other Roman heroes in the Elysian Fields....


Turn 6. Carthage.
The Carthaginian MC charge the badly outnumbered Roman MC unit that naturally evades into the woods. The Numidian LH move to the the Roman MC. I got confused here - the Numidians weren't charging my cavalry as they didn't have the movement range, but I moved them back anyway.


Turn 6. Rome.
Comes to the same thing anyway as my MC charged the Numidian LH who evaded.

All this while on the other end of the battlefield the light troops were having a long and inconclusive missile duel, which is historically how these things went.


Turn 6. Melee.
A Gallic Warband unit routed. I rejoice inwardly until I noticed that two of my legion units were close to routing - having already executed line relief. What was going on?


The victorious legion occupies the vacated square.


Turn 7. Carthage.
One Carthaginian MC unit charges my Roman MC in the forest. Both units are now disordered but Peter doesn't care - he intends to finish off that Roman unit cost what it may. His other cavalry unit heads for my rear. This could spell trouble.


Seems I forgot to move in turn 7. Never mind, on to 

Turn 7. Melee.
My two right wing legions (Romans invented the fasces so what can I say?) rout. Suddenly I am close to disaster. How were the Carthaginians beating Rome's finest?


The triumphant Poeni advance.


Turn 8. Carthage.
The one MC units moves to confront my MC in the rear of the Poeni foot.


Turn 8. Rome.
I realise the jig is up - I can't save my legions. My cavalry tries a last stab at the Slingers on my left. 


Turn 8. Melee.
Another legion unit routs


The victorious Warband move up to occupy the vacated square.

And that was it. My losses had reached the level where all average units left on the battlefield automatically rout. That meant everyone except the resolute Roman cavalry. But with ¾ of the army now gone, even they decided that discretion was the better part of an awful lot else. Game over!


Carthage had lost just 6 points.


Rome lost 14 points. A very good win for Carthage.


So how had I lost? This was Peter's big surprise. He had organised his Poeni and Warband into two separate commands, each with a commander. He then deployed all the HI units in depth - 4 stands per unit in a 2x2 configuration. This meant that he got both depth bonus for melee and two commanders' bonuses for charge and melee. The death of my own commander didn't help things.

My legions were raw recruits, not experienced veterans, hence their morale was average: 2 firm and 2 shaken intervals rather than the veteran's 3 firm and 2 shaken. This meant that even with their line relief Peter's massed infantry could just about outfight them. All he had to do was keep everyone else away from his heavy infantry and the game was his. And I thought I was doing the same to him! Well played Peter. 👍

The game incidentally lasted an hour and a half.