Showing posts with label Roman Conquests. Show all posts
Showing posts with label Roman Conquests. Show all posts

Tuesday, December 23, 2025

December 23 Update

 Been working on the latest update for the Nostri Maris Sanquis campaign scenario.  This is a post death of Caesar and Pompey the Great campaign circa 49 BC.  I have updated the campaign rules to include some adjustments learned from other scenarios and the army lists to FOG 3.2a.  This scenario adjusts the minimum army size to 325 points but still uses the FOG 300 framework for small battles.  The campaign uses the map from Columbia Games "Juleus Caesar."  There is a high quality resolution pdf of the map on the Columbia Games website that can be downloaded but it can also be ordered directly from them using this link:  http://columbiagames.com/cgi-bin/query/cfg/search.cfg?search=julius+caesar+map.  

The updated campaign rules can be found using the link below or accessed through the appropriate campaign page.

Nostri Maris Sanquis January 2026 (updates to the army lists)

I am working on a battle group of Illyrian foot and they might be finished before the end of the year.

Saturday, August 12, 2023

More Ancient Germans

 Working on an idea for a 1st century AD campaign scenario pitting Early Germans vs Principate Romans.  Campaign rules will be very similar to all of the others I use, especially From the Forest Deep.  I will post them to the Campaign page once I get them somewhat close to finished and a map that I like.  In the meantime, I managed to flow some heavy German foot that have been hanging around along with a camp for FOG 300 (and ADLG if I have to play) plus two temperate templates that I can use as forest, fields or whatever I need.  See the comments in the captions for details about the figures.


Here is a picture of the whole group.

Closer pic of the circular template.  I need to paint the edges.  The 14 stands of heavy foot are in the background along with the camp.

A close up of the sacred grove camp with standing stone.  The trees are from Hobby Lobby.  The stone i picked up off eBay.  The grass tuffs where added just for fun.

Some of the heavy foot next to the sacred grove.

Multiple pictures of the 14 stands.  Some with different angles.  The figures are a mix of Forged in Battle Early Germans, Old Glory Early Germans and a few Essex Ancient Germans.  Mark Kernan of The One Tree Miniatures painting service out of Northern Ireland painted about 1/2 of the figures and I painted the rest.  I need to work on the lighting for these as they came out rather dull.






Friday, November 18, 2022

Fall of Rome Campaign - 457 AD

 I am currently convalescing from surgery so with time on my hands and extra energy, I finally got around to working on a campaign set with the ascension of Majorian as Emperor in the West.  

The draft map is below.  Will sharpen up the colors once I get things the way I want them.


The campaign rules will be on the same lines as Broken Rays of the Sun and they are in development.


Friday, July 24, 2020

Battle of the Luppia, 48 BC - LRR vs Early Germans

After Baetorix of the Sugambri attempted to sway Vetera and Novaesium away from the sphere of the Republic, Tiberius Sempronius Micon, tribune angusticlavii, detached XV Legion, ordered his forces across the Rhenus and subdue the closets Sugambri village on the River Luppis.  The year is 48 BC and most of the legions are in the far south fighting for Caesar in the struggle against Pompey and the Senate...

The scenario is from "From the Forests Deep" campaign.

Roman List

Roman contingent - All figures are OG15s.  The camp is scratch built picked up at Bayou Wars several years ago.  The numbers correspond to the order of march.

Sugambri List

The Sugambri horde - Almost all of the figures are Forged in Battle with a few Essex thrown in.  There might even be one or two OG15 Early Germans.  Most of the figures were painted by Mark Kernan of the One Tree Painting Service.  Although I painted a handful to fill out the ranks.  The camp is a work in progress.  Trees are from Hobby Lobby and the stone is from a Stonehenge kit I found on eBay years ago.  The numbers correspond to the army list.

The Germans won the initiative and opted for Woodlands. The Romans took the compulsory brush and a marsh. The Germans took a river as required in the campaign scenario and a forest. The river was placed on the top edge of the table and ended up being difficult. The marsh and the forest fell on the German side of the table and the brush fell on the Roman board edge.

After deployment with the Germans on the left and Romans on the right.  The Roman superiors (BG 3) were deployed in front of the camp.  The Romans leader deployed with BG 2.  The German select warriors were deployed by the river in a two stand wide column (BG 4).  The German leader deployed with BG 2.

A frontal view of the German line.

A frontal view of the Roman line.
 
The Germans moved first and opted to move straight ahead. At the end of their first 4" move, they shift one base towards the bottom of the table. The second move stopped 1/4" short of 4" ending up 5 1/4" from the Roman line.

After the German 1st turn.

In the Romand 1st turn, the Roman legions opted to remain stationary. The Roman cavalry (BG 4) moved 5" forward to get in the face of the German Superior Warriors (BG 4). In the Joint Action Phase, the German leader moved to BG 4.

After the Roman 1st turn.

In the German 2nd turn, the German BG 4 (the superiors) attempted to expand in place but failed their CMT. The other three German BGs moved 3" straight forward.

After the German 2nd turn.

In the Roman 2nd turn, the Romans opted to hold the legions and not charge. Unfortunately, only the veteran BG 3 passed their CMT. Roman BGs 1 and 2 stormed forward in to the waiting German warbands. In the Impact, Roman BG 1 made contact with German BGs 1 and 2 scoring 3 and 1 hit respectively. The Germans managed 4 hits with BG 1 and 0 with BG 2. The Roman BG 1 survived its death roll as did both German BGs. German BG 2, however, failed its cohesion test and dropped to disrupted. At the other end of the line, the Roman leader decided to lead the charge. Roman BG 2 scored 4 hits to German BG 3 but took 6 in return. The Roman leader survived the carnage but both the Romans and the German BGs took a base loss from hits. The Romans also passed their cohesion test. In the Maneuver Phase, the Roman BG 3 double wheeled to move into the gap between Roman BGs 1 and 2. In the Melee Phase, Roman BG 1 scored 3 hits on German BG 1 and 0 on German BG 2. The Germans returned 1 and 2 respectively. Roman BG 1 survived his death roll but German BG 1 lost a base and then double dropped on cohesion. Roman BG 2 scored 3 hits to German BG 3's 2. The Roman leader survived another round of combat and the German BG survived its death roll. German BG 3 failed its cohesion test and dropped to disrupted.

After the Roman 2nd turn.

In the German 3rd turn, the German Superior warband (BG 4) charged the Roman cavalry. The German leader decided to lead from the front. The German superiors scored 2 hits to the Roman cavalry's 1. The Romans served the death roll and passed their cohesion test. In the Maneuver phase, the German Superior BG expand a file towards the river. In the Melee Phase, the German BG 1 scored 0 hits to Roman BG 1 and took 4 in return. German BG 2 scored 1 hit and took 0 from Roman BG 1. German BG 1 managed to avoid losing a base to the hits but broke on its cohesion test. German BG 1 routed 4". German BG 2 just shrugged its shoulders as its friend routed away and kept swinging at the Romans. German BG 3 scored 1 hit to 0 vs Roman BG 2 who survived its death roll and passed its cohesion test. The German BG 4 (the superiors) scored 5 hits on the Roman cavalry (BG 4) who managed only 1 in return. The Roman cavalry lost a base to hits but survived its cohesion test. In Joint Action, German BG 1 routed another 3" and the Roman cavalry broke off 1 1/2" to end in front of Roman BG 2.

After German 3rd turn.

In the Roman 3rd turn, Roman BG 3 held on a CMT. In the Maneuver Phase, Roman BG 1 expanded a file to cover another file of German BG 2 in the center. German BG 2 expanded to cover an existing overlap of Roman BG 1. In the Melee Phase, Roman BG 1 scored 5 hits to 2 against German BG 2 who lost a base and then fragmented on cohesion test. Roman BG 4 scored 4 hits to 1 against German BG 3 survived its death roll and passed its cohesion. In the Joint Action Phase, the German leader moved to German BG 3 and successfully bolstered the BG removing the disruption. Broken German BG 1 started wheeling to get passed the marsh.

After the Roman 3rd turn.

In the German 4th turn, the German BG 4 charged the Roman cavalry (BG 4). In the Impact, the Germans scored 5 hits to 3. The German BG survived its death roll as did the Roman cavalry. The Roman cavalry did not pass its cohesion test and disrupted. In the Melee Phase, the German BG 4 (the superiors) scored 1 hit as did the Roman BG 4 (the cavalry) for a wash. German BG 3 scored 2 hits to Roman BG 2 but took 3 in return. The Roman leader survived the melee. German BG 3 rolled off the hits and passed its cohesion test. German BG 2 scored 2 hits to Roman BG 1 but took 4 in return. German BG 2 survived the death roll but failed its cohesion test dropping to broken. German BG 3 cared not for the routing BG 2 and passed its cohesion test. At the end of Melee, the German force was 4 attrition points down breaking the army.

End Game

The Germans had some opportunities in impact and melee winning in a few places that could have changed the outcome if the Roman dice had not been so hot. Still playing around the campaign scenario so I suspect a similar battle will come appear on the blog in the future.




Sunday, July 14, 2019

FOG 300 Late Republican Romans vs Early Germans circa 49 BC

I have been busy working on a new campaign as well as packing for a move so playing time has been limited as of late.  This morning, however, I worked in a game of Late Republican Romans vs Early Germans.  The new campaign I am working on features the Germans pushing on the Rhine frontier after Caesar has crossed the Rubicon and left scant forces in Gaul to (mainly) keep an eye on the Gauls.  In this scenario, first rate Roman Legionaires are at a premium.  Consequently, the Roman commander must ensure that he husbands his superior legionaries.  Additionally, the Roman player must have allies (whether German or Gallic) to field full size armies in FOG (600 plus points).  More on the campaign rules later.  I have a draft of a map but I am not happy with it and want to refine it further before putting up for everyone to critique.

Anyway, on to today's game...

"Germans have crossed the frontier near Vetera. Tribunus Septimus Aurelius Mercurinus has ordered the 7th, 8th & 9th cohorts from the lands of the Eborones to converge at Vetera to send them back across the Rhine. We suggested that we send to Mongantiacum for the Primus Pilus but the Tribunus would not be swayed. As we are all newly promoted to the centuriate, we were not confidant enough to force the issue with him. The Tribunus found a force of auxiliary Gauls to provide cavalry support but I suspect we will be outnumbered by the Germans nonetheless." - From the diary of Centurion Decimus Aquillius Hiberus,  the Ides of March in the seven hundredth and fifth year since the founding of Rome (49 BC).

The Roman Host and list


With the exception of the general's base and camp, all legionnaires and the cavalry are Old Glory and painted by Thomas Demers. The general's stand was painted by me and is also Old Goory. The camp is a scratch built affair that I acquired at Bayou Wars several years ago.

The Early German List and Host


All of the German foot are Forge in Battle miniatures with an occasional Essex figure thrown into the mix and are a mix of all of the FIB German Warband packs. About 95% of them were painted by Mark Kernan of The One Tree Painting Service out of Northern Ireland. The German camp is from another army I put together several years past. i had planned on using them as ambush markers. I have a real camp on a 40mm by 80mm base that I hope to have finished in the next few weeks for the German hordes.

The Germans won the initiative and opted for Agricultural. The Romans wanted to close the battlefield down to help offset the German numbers and took the compulsory open field, then took a second open field and the gentle hill. The Germans settled for an open. All of the terrain managed to fit on the table but then the Germans removed one of the open fields by rolling a 6.

After deployment, the battlefield looked like this:  



The Germans deployed one average warband (with a bull's skull standard) on their left, the superior warband in the center in front of the camp, another average warband (with a bronze boar standard) to the right of the superior boys. The far right of the German line saw another average warband (with another bull skull standard) deployed.



The Romans deployed with cavalry off to the left near the gentle hill. The blue shielded legion anchored the left of the main battle line, with the eight pack red shields in the center and the tan shielded legion on the right. The Roman commander opted to begin with the red shields.




The German chieftain seized the initiative and moved the three warbands centered on the superior group a double move straight ahead stopping just outside of 5 inches of the Roman battle line. The average warband closest to the Roman cavalry moved 4" forward and shifted one base to be more in front of the cavalry. In the Joint Action Phase, the German chieftain moved to the Boar standard war band (on the left of the superior battle group). Thus ended the German 1st turn.

The Romans chose to move the entire legion line straight foward 3". The cavalry moved 5" towards the German flank warband slightly angled towards them. The Roman commander decided to stay with the Red Legion and the Roman 1st turn came to an end.


Here is a close up of the battle lines after the Roman 1st move from the Roman and German perspective.


The German warbands opened up their 2nd turn by charging the three grouped warbands straight ahead. The Roman leader joined the front ranks of the Red Legion to inspire his boys against the superior German warband. The Tan legion took on the Bull standard warband on the German right. The Red Legion took on the Superior warband. The Blue legion faced off against the Boar standard war band. Impact was very bloody for both sides. The Tan legion gave 5 hits but took 6 in return. The Red legion gave 4 hits but took 8 in return. The Blue legion also gave 5 but took 6 back. Although the Roman general emerged unscathed, all three legions suffered a base lost. Both the Tan and Blue legions dropped to disrupted. The Superior warband and the Boar standard warband suffered a base lost as well. In the maneuver phase, both German warbands on the end of the main combat expanded a file to provide an overlap. The remaining uncommitted warband passed a CMT and wheeled towards the Roman cavalry. To start the melee phase, the German chieftain joined with the Boar standard warband to fight in the front rank. The Tan legion then scored 2 hits to none. The opposing warband emerged unscathed though from both its death roll and its cohesion test. In the center, the Red legion scored 4 hits to 1. The superior Germans then proceeded to lose a base due to hits and rolled snake eyes to double drop to fragmented. The Blue legion managed no hits to the Boar standard warband who scored 2 hits. Although the Blue legion did not lose a base to hits, they managed to roll low enough to drop to fragmented. As both generals were fighting, there was nothing to do in Joint Action and the German 2nd turn ended.



To start the Roman 2nd turn, the Roman cavalry advanced to 2" of the uncommitted German warband so as to pin them on the flank. In melee, both the Tan legion and the warband opposite scored a single hit. In the center, the Red legion scored 5 hits to 1 from the superior German warband who lost a base and then broke on cohesion. The Blue legion managed a single hit but took 6 in return, lost a base and double dropped to break. The Red legion cared little for its Blue legion brothers and emerged unscathed from seeing friends break. On the German side, the Boar standard warband with the general cared little for the breaking Superiors but the Skull standard warband on the opposite end of the line double dropped to fragmented by rolling snake eyes on their cohesion test. In pursuit, the Superior warband routed 2" and were caught by the victorious Red legion dropping the superiors to 50%. The Blue legion on the other hand broke contact with their pursuers by fleeing 4". Their pursuers only followed 2". In the Joint Action Phase, the Red legion stopped pursuing. The Roman general moved to the Tan legion and attempted to rally them but failed miserably. At the end of the Joint Action Phase, the Superior German Warband was removed from play.



The German situation was somewhat desperate to start their 3rd turn. The warband opposite the cavalry decided to charge and hoped to quickly do away with them. Impact gave the war band 3 hits to 2 but the cavalry easily rolled off the hits and passed the cohesion test. In maneuver, the warband facing the cavalry expanded one file to the left to enable all 8 stands to fight the Roman cavalry. The warband with the German general attached turned 90 degrees to face the center and be just behind the Roman Red legion in the center. In the melee phase, the battle at the top of the table resolved itself with the German warband hitting the Roman cavalry 3 times to 1. Again the Roman cavalry easily rolled out of danger from the hits and the cohesion test. At the bottom of the table, the Roman Tan legion scored 2 hits to 1 from the fragmented Germans who managed to pass their death roll but broke on cohesion. In pursuit, both the Germans and the Romans went 4" causing yet another base lost to the routing Germans. With the resolution of the pursuit, the game ended with the Germans broken.



On reflection, the German impact phase in the 2nd turn had the possibility of being extremely disastrous for the Romans (20 hits by the Germans to 14) but the Roman cohesion dice balanced it out. The scenario, meant that the Romans would all be average which makes it very harry when the average German war bands deploy three deep and get the Superior bump in impact. The Romans will have to use their Generals very wisely to counteract this in the future. All in all, another fun game that will play well into a project I have on the table.




Tuesday, September 12, 2017

FOG 300 Playtest Gallic vs Ancient Spanish 55 BC - Sep 11, 2017

Hairy Barbarian Week Continues...

Hill Tribe Gauls vs Iberian Ancient Spanish

Ancient Spanish List and Host:



Hill Tribe Gallic List and Host:




The Spanish won the initiative and opted for Hilly terrain.  The Gauls took the compulsory steep hill, a broken and the gully.  The Spanish took a forrest and an impassable.  The Spanish forrest did not fit and was discarded.  Here is the table after camps were deployed:


The Gauls deployed with the three warrior battle groups stretching from left to right across the broken towards the gully.  The Gallic javelin men deployed in front of the cavalry to complete the deployment.


The Spanish deployed with the small shield cavalry in front of the caetrati, then one BG of the scutarii, the superior scutarii across the steep hill and the remaining scutarii in a 4 deep 2 wide column on the right of the steep hill.


For the Spanish 1st turn, the superior scutarii and the right most scutarii conducted a full move forward with a one base shift to the right (7" as they lost 1" due to the steep hill).  The left scutarii conducted a full move forward.  The small shield cavalry moved a full move and shifted 1 base right.  The Spanish light foot moved up behind the cavalry.  As there was no shooting, the turn ended.


For the Gallic 1st turn, the two foot warrior BGs on the right advanced a full move forward.  The left most foot warrior BGs conducted a full move forward and shifted one base left.  The Gallic light foot 
conducted a full move forward and angled to the right to give the Gallic cavalry room to engage.  The Gallic cavalry did a short move up behind the left most foot warrior BG.  Again there was no shooting, so the turn ended.


For the Spanish 2nd turn, the superior scutarii remained stationary and expanded 1 file.  The left flank  scutarii conducted a short move (after passing a CMT) to come even with the other two scutarii.  The other scutarii BG also remained stationary.  The Spanish LF turned 90 and moved 3".  No shooting this turn either, so the turn ended.



There were no charges to begin the Gallic 2nd turn. The right end foot warrior BG attempted a CMT to move short but failed.  It moved a full move instead.  The middle BG passed a CMT and moves short.  The left BG connected a full move and a 1/2 base shift to end up next to the middle BG of foot warriors.  The Gallic lights moved up to shoot at the Spanish light foot.  The Gallic cavalry moved up behind the Gallic lights.  There were no targets for shooting and the Gallic turn ended.  (unfortunately, the Druids were engaged in a tree hugging exercise and forgot to sketch the battlefield at this point).

To start the Spanish 3rd turn, all three Spanish scutarii charged.  The left Spanish scutarii managed 0 hits on the Gallic warriors to their front.  The superior scutarii did 2 hits to the Gallic warriors on the right end of the Gallic line and 2 to the middle BG.  The right scutarii BG did 1 on the middle Gallic foot BG and 1 on the Gallic left BG.  The Gallic BG on the right end of the line scored 3 hits on the left most scutarii and 3 on the superior scutarii.  The middle Gallic warrior BG missed against the superior scutarii and managed only 1 hit on the right most scutarii.  The left Gallic BG missed completely.  The left Spanish scutarii double dropped on its cohesion and lost a base.  The superior scutarii lost a base to its death roll.  The middle Gallic BG passed its cohesion bit lost a base to the death roll.  The left Gallic BG disrupted.  In maneuver, the right Spanish Scutarii shifted right to conform sliding in front of the Spanish cavalry.  The Spanish lights expanded a file to be 2 bases wide and advanced on the Gallic lights.  Shooting for both sides was ineffective with 1 hot scored between both units.  In melee, the left Spanish scutarii managed 1 hit on the right Gallic warriors, the superior scutarii scored 3 hits on the right Gallic warriors and 2 on the middle Gallic warriors, while the right Spanish scutarii hit the middle Gauls once and the left Gauls twice.  In return, the right Gallic warrior BG scored 3 hits on the left most scutarii and 4 hits on the superior scutarii.  The middle Gallic warrior BG scored 2 hits on the superior scutarii and 2 on the right most scutarii.  The left Gallic warrior BG scored 3 hits on the right most scutarii.  All three Spanish scutarii BGs lost this phase.  The right most Gallic warrior BG lost 1 base to a death roll but the other two were unfazed.  The left wing scutarii rolled poorly and broke on its cohesion test.  The superior scutarii passed its cohesion but lost 1 base.  The right end scutarii disrupted on its cohesion and also lost 1 base.  The superior scutarii disrupted on its cohesion test for seeing a friend rout.


There were no charges to be had for the Gallic 3rd, so in maneuver the Gallic light foot moved into the face of the Spanish lights. The Gallic cavalry move up behind the Gallic lights and turn 90 to angle towards the Spanish cavalry.  In shooting, both sides manage 1 hit between both BGs to no effect.  In melee, the right Gallic warrior BG managed 3 hits on the superior scutarii.  The middle Gallic warriors scored 1 hit on the superior scutarii and 2 on the right scutarii.  The left Gallic warrior BG scored 3 hits on the right scutarii.  The superior scutarii managed 2 hits on both the right Gallic warrior BG and the middle Gallic warrior BG.  The right scutarii scored 2 hits on the middle Gallic BG and 1 on the left BG.  The middle Gallic BG disrupted and lost 1 base.  Both scutarii BGs pass their death rolls.  In the joint action phase, no one passed a cohesion test to rally and the turn ends.


To start the Spanish 4th turn, the Spanish lights charge the Gallic lights who stand for the charge.  In impact, the Spanish score 3 hits to 2 but the Gauls hold.  In maneuver, the Spanish lights expand a file.  With no shooting, the melee phase was next.  The superior scutarii scored 2 hits on the right Gallic BG but 0 on the middle BG.  The right scutarii scored 2 hits on the middle Gallic BG bit 0 on the left Gallic BG.  The Spanish lights score 3 hits on the Gallic lights.  The right Gallic warrior BG scored 4 hits on the superior scutarii.  The middle Gallic warrior BG scored 2 hits on the superior scutarii and 1 on the right scutarii.  The left Gallic warrior BG scored 3 hits on the right scutarii.  Meanwhile, the Gallic lights scored 4 hits on the Spanish lights.  The Gallic light foot pass their death roll.  The superior scutarii failed their cohesion test badly and dropped to fragmented while loosing a base to the death roll.  The right scutarii double dropped on cohesion and lost a base as well.  The Spanish light foot disrupted on their cohesion and slo lost a base.  Even though the game technically over with 5 attrition points suffered, the Spanish rolled the cohesion test for seeing friends break anyway.  The superior scutarii broke and the Spanish lights fragmented.



Another interesting match-up.  I thought both armies had advantages but worried the Gallic cavalry might be too powerful but as it turned out the cavalry for both sides had little effect on the game.  I might try the hill tribe Gauls against the LRR next.  Until next week...

FOG Update

 FOG version 3.3 has dropped.  See the FOG 3.3 resources page.  I have added links to the rules and the books plus the ReadMe doc.  I will a...