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Back to Basics Tabletop Tactics for Ancient Wargaming |
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CONTENT
This article first appeared in the February 2003 edition of www.wargamesjournal.com
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![]() 28mm Hiberno Norse from Gripping Beast (Picture courtesy of Justin Curtis and copyright Gripping Beast) Ancients
is the most diverse of any wargaming
period, in that it attempts to cover warfare from pre-history to
the advent of gunpowder. Wargaming
the period can therefore pose a huge challenge to the beginner.
There are a myriad of different armies and troop types, many with
strange and exotic names. There are hoplites, peltasts, ashigaru, lanciarii, fyrd and
huscarls to name but a few. Weapon
technology also changed1: including the move from the use of
sticks and stones to bronze, to iron, to steel, and the development of
the horse as a weapon of war. The
situation is further confused by the large numbers of different sets of
wargaming rules available for the period.
There
are the two biggies, the De Bellis family of rules (DBA and DBM,
together known as DBx) and Warhammer Ancient Battles, each of which
takes a radically different approach even to such fundamentals as basing
the troops: the former uses
element-based figures, the latter recommending individually-based
figures. After these, the Society of Ancients2 lists no
fewer than 30 other sets, including my own Vis Bellica rules3. What
this article will try to do is to give the beginner a basic guide to the
tabletop tactics that can be used when wargaming the Ancients period.
In other words, what you should be trying to do with your figures
when you’re actually playing a wargame, and what your opponent will be
trying to do you! Rather
than rely wholly on my own research and opinions, a request for other
people’s ideas and opinions on the subject was posted on two of the
wargaming and Ancients wargaming forums4.
My thanks to all those people who took the time and trouble to
respond: they are credited
where appropriate. As
has already been stated, the Ancients period is about as diverse as you
can get in wargaming terms so, in order to simplify matters for the
beginner, I've divided the armies of the period into five extremely
approximate stereotypes. These
are:
These
choices caused some controversy from contributors, despite my requests
for tolerance! Comments
such as “I can't even agree with your 'extremely approximate'
divisions, so I can't make any specific comments here”5 and
“historical tactics for one army that might fall within one of these
‘types’ may never have been used by other armies within that type”6
whilst not being particularly helpful do serve to illustrate the
potential difficulties involved. However,
what follows is a summary of my own and others’ opinions of the
following questions: a)
what
tactics are historically accurate for each type of army? b)
how
are those tactics simulated in the various sets of wargaming rules used? c)
how
well do those simulations reflect history? d)
what
tactics ACTUALLY work for that type of army under the various rules
used? Chariot
armies have at their disposal light chariots and/or heavy chariots.
These are supported by average or poor quality infantry and, for
later armies, average quality cavalry as well.
Despite
looking fantastic and awe-inspiring on the table, relying on a panzer
division of chariots alone is not going to win battles.
Part of their attraction for the Ancients period general was as a
strategic transport for his men: they
would arrive on the battlefield more rested than if they had walked all
the way there themselves. This
explains their predominance as much as any of the tactical strengths
that they possess. The
key to winning on the tabletop with a charioteer army is to use the
chariots to disrupt the battle line of the enemy force to such an extent
that your infantry can win the day.
Note that you may need to clear enemy chariots from the field
before you can do this and, under the DBA rules system, this can often
lead to the end of the battle as your general is usually in a chariot
and if he goes, so does your whole army7. Assuming
that your chariots have cleared any enemy chariots from the field with
some form of mass attack, light chariots and heavy chariots should be
used to soften up the enemy line. Light
chariots are for skirmishing, not for close combat. They should use their mobility to get round the flanks of an
enemy force and pour missile fire into them.
Once the enemy battle line has been sufficiently disrupted by
this, either due to being shot down or being demoralised by flank fire,
attack frontally with your infantry. Many
rules systems, including Vis Bellica and Warhammer Ancient Battles (WAB),
simulate this tactic by giving chariots a stability bonus for missile
fire over other mounted archers: presumably
for providing a relatively stable shooting platform. Watch out, however, for foot bowmen, who can probably
outshoot chariots on a frontage-to-frontage basis. In
DBA, however, the missile firepower of chariots is subsumed into their
general melee factor: so
contacting the enemy’s flank is the thing to do.
Being pushed back or removed from the table can here represent
withdrawing to regroup rather than being physically destroyed7. As
for heavy chariots, many rule systems, including Vis Bellica and WRG 6th,
make a mass of heavy chariots frightening to enemy morale but not quite
as effective in combat as an infantry unit of the same size.
They move faster than the infantry however, so one use is to
position your heavy chariots behind your main line as a comparatively
fast-moving, and reasonably combat effective, reserve.
They can also be used as the expendable tip to a rapid thrust at
the enemy line: denting the
line enough for your main force to punch a way through the weakened
spot. They provide a bit of
extra “oomph” for your troops:
not your main strength. In
conclusion, your first task is to clear away any enemy chariots:
probably with a massed chariot charge of your own8.
Stay away from the enemy infantry until this is done.
After that, if the battle is still continuing, divide your
chariots into groups of small numbers and use light chariots as
skirmishers, with heavy chariots either forming a reserve or being used
as expendable shock troops to be committed just before your main
infantry battle line attacks. Various
contributors pointed out that this army type should really be divided
into two sub-types: those
regular, drilled, close order troops whose prime aim was to melee and
those whose prime aim was to blow the enemy away with concentrated
missile fire9. This
is a fair point, so let’s deal with each in turn. For
those Regular armies whose main strength is melee, one basic principle
emerges: get stuck in to
the main enemy force as soon as possible.
This holds despite the fact that the tactics used by the
Macedonians, Romans and Hoplite Greeks were all slightly different.
Alexander used his heavy infantry to pin enemy units, then
smashed his shock cavalry into the critical point of the enemy line. The
Romans used their heavy infantry as a grinding force that wore down an
enemy army through its ability to replace units in close combat, and
also used their flexible system to allow them to reinforce weak areas or
exploit gaps in the enemies line. Hoplite
tactics were pure grind: trying to break an enemy’s line by continual
pressure10. Whatever
the actual army used, the wargaming application is largely the same.
If you are fielding an army whose strength is drilled 'heavy'
infantry (Regulars/Melee) then your tactical aim must be to engage your
opponent’s main strength with yours as fast as possible: either to pin
them to allow your combined arms forces to strike elsewhere (Alexander
but not necessarily other pike leaders), or to grind them down (Romans,
Hoplites). Don’t
forget that you must be careful to protect the flanks of your valuable
infantry as you advance them into combat:
and that this will usually involve countering enemy skirmishers
or cavalry. Players must
also remain focussed on the tactical aim of entering close combat with
the main enemy body, and not fritter your
Regulars/Melee away on other battlefield tasks.
That’s what the Auxilia are for.
Finally, only commit them when you have identified where the
enemy main strength is on the field. Note
that there are similarities between the tactics above and those
previously described for Charioteer armies:
the main difference being that Regulars/Melee don’t necessarily
need to soften up the opposition before seeking contact.
This article will conclude with an examination of these emergent
general tactical principles. As
for how rules systems simulate this, most make Regulars/Melee type
infantry extremely effective in close combat. DBA also rewards a solid
line: making it possible to
"squeeze" the enemy by seizing the initiative. Both it and Vis
Bellica also do a good job of simulating how, once the battle lines are
joined, your choices become more limited7:
emphasising how important it is to get the choice of where to
deploy your Regulars/Melee troops right first time. The
opposite tactics apply to Regulars whose primary strength is missile
fire (e.g. Classical Indians, Achaemenids).
Here, the tactics are to avoid combat for as long as possible
and, as one contributor put it, “shoot, shoot, shoot”11. Find
a good spot on the battlefield, preferably behind a defensive obstacle
that borders an area of poor quality, but open, terrain (think Agincourt)
and sit and wait for the enemy to attack.
When actually deploying your troops, work out the fields of fire
of your Regulars/Missile troops, making sure you have covered all
approaches and exploited cross- or concentrated fire opportunities
whenever possible i.e. into an advancing enemy’s flanks, and/or having
more than one unit able to hit the same enemy.
The more aggressive commander might also want to keep an eye out
for the moment to launch a battle-winning counter-charge as the enemy
reels back from a failed attack. When
looking at how different rules sets advantage or disadvantage
Regulars/Missile troops, two areas must be examined in great detail: the ratio between speed of troop movement and range of
missile fire12, and the degree of flexibility allowed in
target acquisition. For
your army to have the greatest possible chance of success, you want long
range missile fire in a system with slow movement (WAB is a bit this
way); and as much free choice of target as possible.
In Vis Bellica, for example, elements fire at the nearest enemy
unit at close range but, at longer ranges, the presence of Officers can
concentrate the fire of several bases.
In
DBM, nearly all missile fire is subsumed into close combat, with only
artillery and foot archers in formed bodies shooting at longer ranges13,
so players wanting to use tactics like the above must choose which army
to use carefully. In
conclusion, using Regulars is relatively simple. If their speciality is melee, go forward.
If their speciality is missile power, stay back! Warband
armies are those such as the Ancient British that are made up of large
numbers of average quality, irregular foot, armed with light spears and
shields, supported by similarly armed light or medium horse, and large
numbers of missile-firing light infantry. I
believe that they are the most challenging type of army to use, as they
have the command and control problems associated with their tribal
nature, combined with the fact that, troop type for troop type, they
usually don’t fight as well as the armies that they are likely to
face. The ‘average’
unit of Celts stands very little chance of success in a straight melee
with an ‘average’ unit of Roman legionaries. The
key to success with Warband armies is to use your whole infantry force
like Alexander’s Companions: striking
with overwhelming numbers at a single point of your opponent’s line
and relying on your support troops to hold off the rest of the enemy
army until you have broken him there.
Warbands
do best to attack near a flank of a solid line of "Regulars",
especially if they can overlap one edge.
Rather than lining up your men evenly across the field, heavily
weight one end of your line and aggressively attack that end of the
enemy’s battleline with everything you’ve got.
The one thing to avoid is to get sucked into the “mincing
machine” of a frontal melee against Regulars/Melee troops.
Likewise, a “Light Brigade” charge into the front of a line
of Regulars/Missile troops. In DBA, one suggestion is to attack a flank with a double-deep line making sure you have one stand of overlap, and the other flank "held" by a skirmisher. You only get one chance to win with an attack like this, because your skirmisher will flee at the earliest opportunity, but you have a 50/50 chance of rolling up your opponent's flank, and then it doesn't matter what your skirmisher does7. In
WRG 6th, one tactic is to mass your skirmishers into larger
than normal units. This is
particularly effective if using sling-armed lights against Cavalry or
Knights armies: watch your
opponent’s wedges of five or seven figures disintegrate under the hail
of slingshot fire that sixteen slingers can produce! Cavalry
armies are fast-moving armies with a devastating combination of (a)
massive missile firepower delivered by light cavalry and (b) powerful
charges delivered by shock cavalry. The
formula for success is actually very straight forward.
The
light cavalry skirmishers use their mobility to shift about the
battlefield and pour fire into the stationary enemy. The enemy is almost
always outnumbered in the cavalry arm so must either hold it in reserve
or watch it get destroyed. If the enemy is foolish enough to charge the
horse archers, they fire and retire, drawing the advancing enemy further
and further from their supports. Without a fast striking force to
interfere, the horse archers fire and fire, careful to avoid any
infantry missile men that can out range them. After
a period of time during which the enemy has been weakened, the heavier
cavalry charges. Ideally the targets of the charge have been so
decimated by archery fire that they don't even stand. The skirmishing
horse is now thrown in pursuit of the fleeing enemy, turning defeat into
rout. One
aspect of this army overlooked by most rules systems is their ability to
pursue the enemy after the battle. This pursuit is, however, handled
nicely in Warrior Kings from Two Hour Wargames.
After the battle, both sides count the number of units still
functioning. Any numerical
superiority on the winning side can, under certain circumstances, be
used to inflict more (post-battle) casualties on the losing side.
This can have a huge effect in competition and campaign games
where it’s not just if you win, but how much you win by, that counts14. In
DBA, light horsemen are allowed to take more than one move per turn, as
long as they stay away from the enemy whilst so doing. This, combined
with the longest move distance of any troop type in the game, lets them
get almost half way across the battlefield each turn, making them
extraordinarily manoeuvrable. Most combat defeats result in them fleeing
rather than being destroyed, so they aren't easy to get rid of, and as
they are allowed "quick kills" against a number of troop
types, they can relentlessly harass slower opponents7. Finally, one thing to note about most rules systems is that they do not allow a good simulation of the “false flight” tactic practised by some cavalry armies8. Knights
armies generally comprise a limited number of lance-armed, super-heavy,
armoured cavalry supported by similar number of skirmishing light
cavalry, and a body of below average quality infantry armed either with
bows/crossbows or long spears. They
are sometimes split from the Ancients period into a separate Medieval
period, representing the fact that they are just too technologically
superior to, say, a charioteer army for a battle between the two to have
any more relevance than magazine-rifle armed European infantry against
spear and shield armed tribesmen! Under
most rules systems, the actual ‘armoured knights’ elements of a
Knights army are incredibly effective in an all out charge, but also
incredibly expensive to buy as part of your army composition.
In Vis Bellica, for example, a base of Knights (300 odd horse)
costs the same to buy as two bases of decent quality foot (say 2000
men). All the principles
that we have explored above for similar troop types therefore apply, but
to an even greater extent. The
temptation is to use the armoured knights themselves for an all out
charge at the very heart of an enemy line.
This is often doomed to failure because, after an initial
success, the knights are overwhelmed by superior numbers of inferior
troops. The small number of knights available also makes them
vulnerable to mass missile fire: Agincourt
and Crecy being perhaps the most familiar examples, but light horse
archers very dangerous as well15. The knights should be saved for a smashing attack similar to that of heavy chariots or shock cavalry, above, but taking into account the fact that they are so effective in a charge that they can often succeed where the chariots/cavalry would fail. The trick is therefore to make your opponent expose a weak point you can charge: the problem is that you often won’t have the support troops to do it. As
above, again, light cavalry and missile-armed infantry should be used to
tempt the enemy into over-extension.
At Agincourt, it wasn’t until the English archers snuck forward
into range and fired an ineffective but annoying volley of arrows that
the French knights charged them: attacking
piecemeal in their eagerness to get at their socially inferior
tormentors. In
DBx, it is also often worth dismounting your knights and using them as
infantry. It might not be
historically accurate, but compare your chances of success mounted and
dismounted against the enemy troops you are facing, and act as
appropriate16. Those
amongst you taking notes will have noticed several general principles
that have emerged during our examination of battlefield tactics.
In summary, these are: 1)
The
key to success is combined arms, not a preponderance of strength in one
type. 2)
Use
your troops for what they were designed for.
Use skirmishers to skirmish, shock cavalry as shock cavalry. 3)
Weaken
the enemy with skirmishers, then smash overwhelming force into a single,
critical point of the enemy line. 4)
Aim
to disrupt the enemy line. Punching
a hole in the middle of it; or attack, then roll up, a flank. Perhaps
most importantly, you must know how the rules system that you use
simulates and rewards the successful tactics listed above. 1.
To
an extent really rivalled only by the nineteenth century
period. See the
excellent book The Catalytic Wars:
A Study of the Development of Warfare 1860-70 by Philip Howes
for more information. 2.
Any
wargamer intending to play the Ancients period is recommended to join
the SoA. See http://www.soa.org.uk/main/index.htm
for more details. 3.
See
www.visbellica.com for more
details. 4.
These
were the Ancmed Yahoo forum at www.groups.yahoo.com/group/ancmed/
and The Miniatures Page Ancients Discussion Message Board at www.theminiaturespage.com/. 5.
Ancmed
user lukeuedaarson. 6.
TMP
user Aldhelm. 7.
Ancmed
user therealhdan. 8.
TMP
user Thurlac. 9.
TMP
user Pyruse amongst others. 10.
TMP
user Whitemetalman. 11.
Ancmed
user turenneuk. 12.
See
the excellent article on archery ranges in wargaming by Karl Heinz
Ranitzch on the SoA website at http://www.soa.org.uk/main/resource/articles/khrarchery.htm
. 13.
Ancmed
user nikgaukroger. 14.
TMP
user Wasteland Warrior. 15.
Ancmed
user luxor180. 16.
Tim
Bancroft.
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