Ah, an excuse to push around a whole bunch of soldiers at last. Myself and Paul arranged a game to introduce him to Kings of War: Historical a couple of weeks ago. Looking at what we had handy it was agreed to play my Peloponnesian League (aka: Sparta) against his Caesarian Romans. A slight mismatch chronologically, but less extreme than many and one which I at least was happy with, after all it was still two ancient armies, and neighbours to boot facing one another. In a club where DBMM still sees plenty of action with Han Chinese facing Egyptians, late Imperial Romans or Caroligians on a regular basis, it sat far more comfortably with me.
So one could suppose a timely rebellion of the Greek states, taking the opportunity of Civil war amongst the Romans to reassert their independence, this would be one more problem for Caesar to deal with if he was to become triumphant. Thus my Greeks could take the field against Paul's as yet untried Roman army...
|The Roman centre|
|Skirmishers vs. Artillery|
|Chaldicians lure out the cavalry|
|Roman flanks under pressure|
|The lines close|
|Roman auxiliaries break|
|Then the weak city Hoplites break|
A quick calculation of victory points showed it was essentially a tie at this stage, I had had scored 15 more points against him, barely enough for bragging rights, but had we played a 7th turn, with my chance to reply coming first, the situation on the field would've been dire for Rome. Both his flanks were depleted and turned, and his Legion was reaching a crisis point with more threats than it could respond to, where he had extra utility it still had to wait for the Greek wave to crash against it first before its' chance to reply.
I think nightfall saved Caesar this day.
This was a 2,000 point game of KoW: Historical, and as a club casual game it worked very well. Given the rules were new to Paul he picked it up easily, how sold initially on the relative passivity you experience on the opponents turn he was is something we debated; unlike virtually all other wargaming rules you cannot influence the actions of your opponent at all on their turn, but of course this cuts both ways, and has the advantage of speeding up play. It is something you get used to very quickly I feel, but it is the biggest difference in the rules from their peers.
Overall, KoW in general is a system I will keep coming back to, for its' simplicity and scalability. And anything that lets me get a full sized army into play in a short week-night timeframe is fine by me.