I thought we should have a look at Simon
MacDowell’s 2014 rule set for the Classical period. A while ago I know. Comitatus has provided much fun so I wanted to give this game a go too. Also, I don't recall seeing that many reviews of it.
The rules are titled Civitates Bellantes, Warring Cities
might do as a translation. They will work
for the Greek and Persian Wars, Alexander to Pyrrhus and the Roman and Carthaginian
Wars up to the early Roman Principate. I
think you could do other stuff too. It
is a flexible system.
Civitates Bellantes comes as a pdf at a
very reasonable price. Of course you
then have to print it or maybe you don’t. Kindle or some such. I printed mine. I’d sooner of paid more for a hard copy. A generational attitude no doubt.
Now to the meat. You get an awful lot for your money including colour pictures and useful 'How to' diagrams, 48 pages in all. The system is clear, well explained and easy to learn. Maybe already playing Comitatus helps for there are similarities. There is a free downloadable QRS too.
There aren’t any Army Lists but there
is info’ galore on how to rate your troops.
There’s a lot of nuance in the process even though it takes very little
time to do. This I think is good,
accommodating, for example, the willingness of Cretan Archers to get stuck in
compared to most other psiloi. Or, consider the Cardaces, lightly armed but all
young noble men out to impress the Great King.
There is also a notional point system for those so inclined. You know the sort of thing.
Armour comes into play only when one
combatant enjoys a clear advantage in that respect. I like this approach.
All measurement is by “javelin throw” or
multiples of the same. Said throw being
a base width. Thus, all collections are
catered for. Another plus. Outside of bow range (5 base widths) it's double moves all around.
Closer to the enemy movement is variable with player decisions
required. You can opt for a cautious advance or an enthusiastic one. As you might expect light
troops can scoot about and heavies are limited by the need to stay in
formation. This works for me.
Figures per stand is purely decorative- it is
up to you. That said the author tells us in some detail what he favours.
Command and control is rather
pleasing. The Big Lad has more ability than lesser fellows. He can issue 2 orders others 1. Exceptional Big Lads can issue 3 orders. The bar for these latter is set high.
Leaders of independent contingents enjoy
more autonomy than subordinate generals. Both of these types influence only their own commands.
Commanders need to be active and might well get killed. Best of all the menu of possible orders is simple, attack them, take that and defend it, or hold this. That’s it.
Orders can be changed as the battle
develops-but only if the generals put the work in. There is much to like here.
Missilery is seldom decisive but in can
undermine the will to fight. Units need
to pause to rally off “Disorder points”.
Sometimes a commander needs to intervene to help, even if other matters
press. This means more player decisions-a good
thing. If you fail to remove disorder points you will rapidly find yourself removing your unit.
Close combat is decisive. Defeat can produce a ripple effect. This is appropriate for the period but also
makes for a good game. The player needs
to ensure that assaults get results.
Morale is pretty much as you would expect
in terms of factors. That said, it
permeates the game rather than being confined to a discrete phase. As a General the player needs to keep the troops
motivated or plans fall apart. Doing so
might distract from other important tasks. The General as Battle Manager if you like.
This is good for dramatic tension, player engagement and for those of us who favour games with a
narrative.
I think Civitates Bellantes will work for
solo games, there is sufficient uncertainty. For paired opponents and multi player outings no problem.
If all this sounds up your street you can
get it direct from the author at https://www.legio-wargames.com/
We will have a game report soonish and you can see what you think.