Dux Bellorum: Hoplpmachia - Classical rules for Dan Mersey's Dex Bellorum

*** These rule amendments to Dan Mersey's Dux Bellorum were  penned and playtested by Lee Cadieux and I back in 2019. We sought and recieved Dan's blessings to have them published in a magazine, and then the world went a bit mad and these were never submitted. Since then I have created Fantastic Battles which, for me, deals with hoplite warfare very well. However, having recently been contacted by somebody looking for a copy of this Classical mod for DB, I've decided to dust them off and to post them here. ***



Adapting Dux Bellorum for Ancients (part 2): Hoplomachia

Lee Cadieux and Nic Wright

 

Back in WSS Issue 70 (2014), the late Allen E. Curtis wrote a piece about adapting Dan Mersey’s Dux Bellorum for ancient battles. Curtis’ article came out hot on the heels of the release of Dux Bellorum (DB), the first of Osprey Wargaming’s blue title series. A surprising number of ancient wargames have been published between then and now – not least by Osprey Wargaming itself – but the rationale laid out by Curtis is as relevant now as it ever was.

 

Curtis explored the possibility of re-branding the various unit types available in DB as generic ancient units: shieldwall units being substituted for all formed units regardless of fighting style, and warriors used to represent all irregular infantry. However, where DB really shines is in the specific nature of the limited number of Arthurian unit types represented in the game. We propose a similarly specific variation geared towards the Archaic and Classical Greek warfare (late 7th to mid-4th centuries BC). In this article, we examine the rule mechanics and unit profiles in DB and demonstrate just how these may be applied to hoplite battles.

 

It is safe to say that our gaming circle has been somewhat … underwhelmed, by the ‘off the shelf’ options available for wargaming hoplite battles. There are many games we really enjoy playing that have a wide enough chronological scope to enable them to be used to play out games between opposing hoplite phalanxes, but we ultimately find that these systems can sometimes feel a little too broad in scope. Seeing two long lines of evenly matched, slow moving, robust infantry units plod towards each other is rarely thrilling.

 

Conversely, other rule systems we have played are too dynamic; they allow Hermes-swift hoplite charges that outdistance all shooting ranges and make tactical re-deployment so dynamic that the initial deployment is rendered meaningless. More bespoke games, while clever, can feel a bit heavy going for a casual evening’s gaming. The territory has been explored quite successfully in map-and-counter games, such as GMT’s Hoplite variation to the Great Battles of Ancient History series, but our preference is to focus on miniature table-top systems.

 

What we didn’t realise until recently, was that we had a perfect gaming solution right under our noses the whole time in the form of Dux Bellorum. All we needed to do was the re-frame the way we were looking at the problem.

 

Among the central tenants set out by Dan Mersey when writing DB was to create a simple set of wargaming rules with the emphasis on play rather than simulation, in an effort to make the games engaging despite a limited number of unit types. Mersey broadly divided infantry into offensive, defensive or skirmishing infantry and moderately useful or skirmishing cavalry – perfect for the Early Medieval period that the rules are designed to focus on. Infantry and cavalry can be upgraded to represent more competent units composed of nobles, while less common unit types such as formed bowmen, fanatics and even war dogs feature in some lists.

 

Although the actual style of fighting in Archaic and Classical Greece differed greatly from Early Medieval Britain, Greek warfare can also be represented by a similarly restricted pallet of soldier types – dominated by heavily armoured hoplites supported by small numbers of other troops. If one is a bit playful with unit names, the existing unit profiles in DB cater for almost every Classical need. Mersey’s ‘shieldwall’ units, re-branded as a lochoi (battalions) of hoplites actually manoeuvre and fight in a remarkably Classical way. One lochos is relatively manoeuvrable, but form several together into one large phalanx and you end up with a solid wall of bronze that can only really move in one direction. To mangle the well-known ‘duck test’ of abductive reasoning, if it looks like a hoplite battle, and plays like a hoplite battle, then it might as well be a hoplite battle.

 

In order to create feasible lists for Archaic and Classical Greeks and their foes, units were re-branded as follows:

 

Classical Unit Profiles

Unit

Mv

Br

Ag

(M)

Pr

Co

Pt

Notes

Basileus (Companion riders)

A Macedonian or Barbarian king, Thessalian commander or Persian satrap with a bodyguard of spear-armed cavalry.

4

10

5

6

5

5

 

Hetairoi (Noble riders)

Aristocratic Macedonian cavalry trained to charge their opponents.

4

9

5

5

5

5

 

Hippeis (Riders)

Aristocratic cavalry used to drive off skirmishers and harry the flanks of enemy lines.

4

7

4

5

4

3

 

Hippokontistai (Mounted skirmishers)

Javelin-armed light horsemen.

4

8(6)

2(1)

4

2

2

2BW range any direction,

Move and shoot

Hippotoxitai (Mounted skirmishers)

Bow-armed light horsemen.

4

8(6)

2(2)

4

2

2

2BW range any direction

Move and shoot

Strategos (Shieldwall companions)

A commander embedded with a bodyguard of epilektoi or veteran mercenary hoplites.

2

10

6

6

6

5

 

Elite Hoplites (Noble shieldwall)

Well-drilled professional heavy infantry such as Spartiates, Theban Sacred Band or the epilektoi of other states.

2

9

4

6

4

5

 

Hoplites (Shieldwall)

Drilled heavy infantry militia.

2

7

3

6

4

3

 

Levy (Levy shieldwall)

Un-drilled and unenthusiastic infantry.

2

6

2

5

3

2

 

Tribal King (Companion warriors)

A dismounted barbarian commander fighting with a bodyguard of his picked men.

2

10

6

6

6

5

Uncontrolled charge at 3BW

Tribal Warriors (Warriors)

Ill-disciplined but fierce infantry.

2

7

5

5

5

3

Uncontrolled charge at 3BW

Massed Archers (Bows)

Levy archers trained to shoot en-mass.

2

7

2(3)

4

3

3

4BW range

Slingers & Archers (Foot skirmishers)

Irregular skirmishing infantry equipped with slings or bows.

3

8(6)

1(2)

4

2

1

4BW range,

Bravery 6 for morale

Javelineers (Foot skirmishers)

Irregular skirmishing infantry equipped with javelins.

3

8(6)

1(2)

4

2

1

2BW range,

Move and shoot,

Bravery 6 for morale

Scythed Chariot (Stampede)

Scythed chariots employed by Achaemenid Persia.

3

10

-

-

-

2

Act as skirmishers,

Reduce enemy cohesion by -2

Peltasts*

Javelin-armed skirmishers equipped with a small shield, and possibly a helmet and secondary weapon.

3

8(6)

2(2)

4

3

2

Act as skirmishers,

2BW range

Bravery 6 for morale

*Peltasts are the only unit type that has been created specifically for Dux Bellorum: Hoplomachia.

 

New Optional Rules for Hoplites (stategos, elite hoplites, hoplites)

·        To represent the superior defensive capabilities of the hoplite phalanx compared with other contemporary formations, we recommend restricting the use of LPs for defence to a single LP (Optional LP rule: limited protection, see p.22) to all units expect hoplites. Hoplite units may use up to 3 LPs for defence in all circumstances unless any of the following apply:

o   The unit is in any terrain where they suffer a negative combat modifier;

o   The unit is defending against a primary melee attacker to their flank or rear;

o   The unit is defending against shooting exclusively from their flank or rear.

·        To simulate the tendency of hoplite phalanxes to drift to the right during an advance (caused by the desire – conscious or otherwise – of a hoplite to seek the shelter of the overlapping shield held by his neighbour to the right) use the following rule. Anytime a group of hoplite units takes a bravery test to advance a full move straight ahead, the entire group must slide ½ BW to their right over the course of the move if the result of the bravery roll equalled the highest bravery in the group. For example, if the highest bravery in the group was a 7, the group would slide right on a roll of 7, if the highest bravery in the group was a 10, the group would only slide right on a roll of 10.

 

Suggested army lists

The following army lists are designed to be used for standard 32 point armies, although they are equally suitable for 20 point or 40 point games with no changes. The examples below cover the Greek states of the mainland, islands and Asia Minor, as well as their Balkan and Anatolian neighbours.

 

The forces of Greek colonies further afield might expect to have more non-hoplite options when compared to their mainland brethren: Taras should have access to more hippokontistai, Cretan states would include more skirmishing archers, while Syracuse is likely to include more tribal warriors to represent mercenaries from the Western Mediterranean. The heavy chariots used by Carthage and the Libyan Greek city of Cyrene could easily be represented using the rules for cataphracts in DB.

 

Greek Poleis

Aggressor Rating +2

Leadership Points: 6-10

1

Strategos (Commander and picked hoplites) @ 5 points

0-1

Elite Hoplites (Epilektoi) @5 points

3-9

Hoplites (Citizens or Mercenaries) @ 3 points

0-1

Hippeis @3 points

or

Hippokontistai @ 2 points

or

Hippotoxitai @ 2 points

0-2

Javelineers @1 point

0-1

Slingers or archers @ 1 point

0-2

Peltasts @ 2 points

or

Tribal Warriors (Thracians) @ 3points

or

Levy (Armed rowers from the fleet) @ 2 points

Special rules:

·        May purchase additional LPs

·        3 pieces of terrain when defending.

·        0-3 Strategies and tactics: Ambush, Experienced Warlord, Javelins, Loyal, Veterans.

 

Spartan

Aggressor Rating +4

Leadership Points: 6-10

1

Strategos (Commander and Spartiate hoplites) @ 5 points

1-4

Elite Hoplites (Spartans) @5 points

2-8

Hoplites (Perioikoi or Allied Citizens) @ 3 points

0-1

Hippokontistai @ 2 points

0-2

Javelineers @1 point

0-1

Slingers or archers @ 1 point

0-1

Peltasts @ 2 points

or

Tribal Warriors (Thracians) @ 3points

Special rules:

·        May purchase additional LPs

·        3 pieces of terrain when defending.

·        0-3 Strategies and tactics: Ambush, Experienced Warlord, Javelins, Loyal, Swift Deployment, Veterans.

 

Theban

Aggressor Rating +4

Leadership Points: 6-10

1

Strategos (Commander and picked hoplites) @ 5 points

0-2

Elite Hoplites (Sacred Band and epilektoi) @5 points

2-9

Hoplites (Theban or allied citizens) @ 3 points

1-2

Hippeis @3 points

0-1

Hippokontistai @ 2 points

0-2

Javelineers @1 point

0-1

Slingers or archers @ 1 point

0-2

Peltasts @ 2 points

or

Tribal Warriors (Thracians) @ 3points

Special rules:

·        May purchase additional LPs

·        3 pieces of terrain when defending.

·        0-3 Strategies and tactics: Ambush, Experienced Warlord, Javelins, Loyal, Veterans.

 

Thessalian

Aggressor Rating +1

Leadership Points: 6-10

1

Strategos (Commander and picked hoplites) @ 5 points

or

Basileus (Tyrant and noble supporters) @ 5 points

0-6

Hoplites (Citizens or mercenaries) @ 3 points

1-5

Hippeis @ 3 points

and/or

Hippokontistai @ 2 points

2-6

Javelineers @1 point

and/or

Peltasts @ 2 points

0-2

Slingers or archers @ 1 point

Special rules:

·        May purchase additional LPs

·        3 pieces of terrain when defending.

·        0-3 Strategies and tactics: Ambush, Experienced Warlord, Imposing Horsemen, Javelins,

 

Northwestern Greeks

Aggressor Rating +2

Leadership Points: 6-10

1

Strategos (Commander and picked hoplites) @ 5 points

0-4

Hoplites (Citizens or mercenaries) @ 3 points

0-1

Hippeis @3 points

0-2

Hippokontistai @ 2 points

3-12

Javelineers @1 point

and/or

Peltasts @ 2 points

0-3

Slingers or archers @ 1 point

0-3

Tribal Warriors (Illyrians) @ 3points

Special rules:

·        May purchase additional LPs

·        4 pieces of terrain when defending.

·        0-3 Strategies and tactics: Ambush, Experienced Warlord, Javelins, Swift Deployment.

 

Macedonian

Aggressor Rating +2

Leadership Points: 6-10

1

Basileus (King and nobles) @ 5 points

0-2

Hetairoi (Macedonian nobles) @ 5 points

0-1

Hippeis (Allied Greeks) @ 3 points

or

Hippokontistai (Allied Greeks) @ 2 points

0-4

Hoplites (Resident Greeks, allies or mercenaries) @ 3 points

3-10

Levy (Macedonian tribal infantry) @ 2 points

0-4

Javelineers @1 point

and/or

Slingers or archers @ 1 point

0-2

Tribal Warriors (Illyrians or Thracians) @ 3points

Special rules:

·        May purchase additional LPs

·        4 pieces of terrain when defending.

·        0-3 Strategies and tactics: Ambush, Experienced Warlord, Imposing Horsemen, Javelins, Loyal, Veterans

 

Barbarian Tribes

Aggressor Rating +2

Leadership Points: 6-10

1

Basileus (King and nobles) @ 5 points

or

Tribal King (King and nobles) @ 5 points

0-1

Hippeis @ 3 points

0-3

Hippokontistai @ 2 points

or

Hippotoxitai @ 2 points

3-10

Tribal Warriors @ 3points

0-4

Levy (Subject tribal infantry) @ 2 points

0-4

Javelineers @1 point

and/or

Slingers or archers @ 1 point

0-2

Hoplites (mercenaries) @ 3 points

Special rules:

·        May purchase additional LPs

·        4 pieces of terrain when defending.

·        0-3 Strategies and tactics: Ambush, Experienced Warlord, Javelins, Mead, Swift Deployment

 

ACHAEMENID PeRSIan

Aggressor Rating +3

Leadership Points: 6-10

1

Basileus (Satraps and elite cavalry) @ 5 points

or

Strategos (Mercenary general and bodyguard) @ 5 points

0-3

Hippeis @ 3 points

0-3

Hippokontistai @ 2 points

or

Hippotoxitai @ 2 points

2-10

Levy (Subject infantry) @ 2 points

and/or

Massed Archers @ 3 points

0-2

Tribal Warriors @ 3 points

1-4

Javelineers @1 point

and/or

Slingers or archers @ 1 point

0-2

Hoplites (mercenaries) @ 3 points

0-1

Scythed Chariot @ 2 points

Special rules:

·        May purchase additional LPs

·        2 pieces of terrain when defending.

·        0-3 Strategies and tactics: Ambush, Assassination, Experienced Warlord, Javelins.

 

New scenarios

While most of the scenarios outlined in DB are perfectly suitable to hoplite battles, the following rules present two new scenarios inspired by historical engagements.

 

Destroy the harvest

Greek armies were usually composed of citizen militia who fought during a short summer campaign season before returning home for the autumn harvest. Ravaging an opposing state’s fields, vineyards and orchards was a common practice that not only caused economic hardship on the victims, but was an effective way of drawing reluctant foes into pitched battle and enabling a speedy resolution to the campaign.

 

Army size:       Both the aggressor and repeller build standard 32 point armies.

Terrain:            Setup a battlefield measuring 15x15 BWs, divided into four quarters. Place two fields (measuring at least 2x2 BWs) in opposing quarters, ensuring part of each field touches or crosses the centre line of the table. Fields are treated as bogs for rule purposes.

Deployment:    The aggressor deploys any and all skirmishers within 2BWs of their own table edge. The repeller then does the same. During the movement phase of turn 1, both players may bring any non-skirmisher mounted units onto the table, advancing no further than 2BWs from their table edge on the turn that they arrive. The new units may be separate units or formed in a group. In turn 2, all remaining units may enter the table along each player’s own table edge. If the commander is off the table, LPs may not be allocated.

Special rules:  Each melee phase, take account of any of the aggressor’s units which fulfil the following criteria:

·        Fully within one of the fields;

·        Did not shoot this turn;

·        Not engaged in melee;

·        Neither within the zone of control of an enemy unit, nor having an enemy unit within their zone of control.

Any unit fulfilling all criteria causes one point of damage to the field. Fields can sustain three damage points before they are destroyed.

Each field counts as one unit towards the repeller’s army break point, but each destroyed field counts as two units lost.

Victory:            The game lasts until one army breaks. The army left in control of the table is the victor.

 

Hold the pass

In the rugged terrain of Greece, oft times narrow mountain passes afforded the most direct routes between different regions, as well as providing naturally defensive positions with which to impede the advance of much larger forces. Inevitably, alternative routes would be found and passes forced, but each moment of delay could allow the defending state to better prepare for the inevitable conflict.

 

Army size:       The aggressor has 40 points to spend building their army. The repeller may spend up to 20 points on their force.

Terrain:            Setup a battlefield 10 BWs square. The battlefield should represent a pass through impassable terrain features. To achieve this, leave a gap of open terrain 3 BWs wide, next to an area of rough terrain 1-2 BWs wide in the centre of the table. To either side of the open pass should be impassable features. An area at least 2x2 BWs must be left as open ground in one corner of the repeller’s side of the table This marks the approach of the alternative route around the main pass.

Deployment:    The repeller deploys their army anywhere on their half of the table. The aggressor deploys at least half of their units (including their commander) on the table, within 2 BWs of their table edge. The remaining forces belonging to the aggressor are off the table; conducting a hazardous flank march via the alternative route!

Special rules:  Neither side knows exactly how quickly the aggressor’s flanking force will be able to navigate the rough mountain trails of the alternate approach. To represent this uncertainty both the aggressor and repeller roll 1d6 at the end of every turn. If the aggressor scores higher, note down the difference in the scores. When the aggressor’s cumulative number reaches 5 or higher, the flanking force will march onto the table on the next turn.

The flanking party do not count towards the aggressor’s army break point until they have arrived on the table.

Victory:            The aggressor must break the repeller’s army within 12 turns in order to win. Any other result counts as a victory for the repeller.