Followers

Tuesday, November 19, 2019

To Ur in the Late Bronze Age



We had a look at To Ur is Human recently and I opined it had Late Bronze Age potential.  This post is about my thinking so far. I’m very much influenced by the views of Andrew Drews on Bronze Age Warfare and also those of Ian Russell-Lowe. The latter sees chariot fights as being akin to aerial dog fights which works for me.  This concept has the drivers manoeuvring their vehicles to the maximum advantage of their chariot warrior.  I can see that working with To Ur. 


For example there’s a nice bit of jeopardy in the chariot move rules.  Your cart can normally move up to 2 squares (if they are unoccupied).  When charging your cart moves 1 square and then dices individually for moving into each of the next three squares.   Obviously if you have an archer cart you want to move and shoot or vice versa. Conversely, if you have a spear cart you want contact.  I can see the dog fight analogy working nicely as players vie for the optimum positioning.

Where ever possible I want to stay within the rules as written.  I should say that what follows is written assuming that the reader has a copy of the rules.  

First, we have to turn equid drawn battle carts into swift and deadly chariots.  The author of To Ur was kind enough to supply the following thoughts:

All chariots can wheel in square 1

All chariots can charge without dicing

All chariots can wheel before charging

All chariots can have one free wheel per move.  They must dice for any subsequent wheels.

All of the above is clear enough and should supply the requisite mobility.  Should you wish to follow the development of To Ur here is a link to the author's blog.

  http://wargaming4grownups.blogspot.com/

Now, let’s deal with missilery. 

We should, at the author's suggestion, use the bow stats in the rules for our chariots. Chariots are two stand units and we have two options.  We can use the light infantry bow stat of 1 dice per stand or the massed archer stat of 2 dice per stand. 


I’m going to use the latter which also has a greater hit potential.  That is because our charioteers were highly trained men using powerful composite bows with an ample supply of arrows.  Our chariots will not suffer the moving and firing deduction because they spent their whole lives doing just that.

If you agree with Drews that all fighting charioteers were archers we have now done the job. 



If you don’t agree then we need further provision and I’m still thinking about that.  Any suggestions from To Ur users would be of great interest to me. Luckily the author of To Ur is going to give us his considered view too. 

To start us off, Sea Peoples charioteers, if they existed, probably threw javelins because that is what they did on foot.  We might consider using the massed archer stat limited to javelin range to reflect this because they were very proficient at throwing javelins and you can get lots of javelins in a chariot.


Let’s turn to Mycenaean chariots if you believe contra Drews that Mycenaean chariot warriors fought with long spears then you will want to reflect that.  Very tentatively I suggest trying extending the Battle Cart +1 d6 for the first round of combat into the second round solely for spear chariots fighting non- spear chariots.  I think combats between spear armed carts can be fought and resolved without such an extension.


Should you want to depict Drews version of Sea Peoples infantry we need to stretch things a little.  He sees them as swarming the opposing chariots disabling the horses with javelins and cutting down the warriors with their swords. Drews thinks they could do this because most of them wore some sort of armour and all carried an effective shield and so they were well protected against archery.  He also, obviously, thinks they were not scared of chariots.

Let’s take this in steps. 

The missilery is simple; the Sea People use either the mass archery stat at javelin range or the light infantry stat at javelin range. 

The Sea people are Medium infantry except for receiving missilery frontally where they count as shielded Heavy infantry.  This is stretching things but I think the rules can take it.  My thinking is Medium infantry are faster than Heavy infantry and I think faster suits the Sea Peoples.  The Heavy infantry bit is to reflect their armour and shields.

The third step is the biggest as it involves an exception to the rule.  Sea People infantry uniquely can charge chariots.  You might say this breaks the rules just as the Sea Peoples apparently did in the Late Bronze Age.  I think To Ur can probably take it.

The Sea Peoples bold as they are will still be subject to the Fear Test.  They are going to have to work very hard to corner a cart and if they fail they will be at risk. Obviously they can still be shot down before contact by fast moving carts.

All of the above ideas need to be table top tested but I hope it has been an interesting exercise so far.

You may be wondering what about the rest of the infantry?  What about four horse chariots? We will look at them next time.

4 comments:

  1. I can't see a lot to argue with there. I might take the position that the chariots can evade, if being charged by infantry, so you have to surround them to pin them down.

    I, too, am a follower of the IRL school of early Bronze Age warfare, (I did the publication and also game testing for Ian's "Call it Qids" which was put out by the SoA) having wargamed with him a lot before he retired to the South West. If he was still part of our group it's possible that "To Ur" might have covered the later armies in the over all system.

    ReplyDelete
  2. That's heartening, I was hoping it would make sense. Yes, certainly Chariots must evade if they can.

    I always enjoyed IRL's articles what he said tended to stick in the mind.

    ReplyDelete
    Replies
    1. If you don't have "Call it Qids" you should get a copy, nothwithstanding the fact the printer stapled the centre pages in the wrong way round.

      Delete