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.