I’ve been thinking about
four horse chariots and how we might characterise them in To Ur.
I decided to go back to
basics and work from forward there.
More horses made bigger
carts possible and bigger carts could accommodate more soldiers. That meant
more soldiers who could shoot or fight. I can think of no other reason for the introduction
of the four-horse chariot.
We know the extra horse’s experiment
was successful because we see representations of four horse chariots. The four-horse chariot does not move faster
than its two-horse counterpart because it is drawing twice the weight. Therefore, I think all chariots in To Ur should move at the same rate.
The advantage of the four-horse
cart is solely that it contained more soldiers. In most cases it allowed a crew
combining both spear and bow armed warriors.
In terms of To Ur that means our four-horse chariot can opt to fight with missilery
or spear as circumstances dictate. It can shoot in the shooting phase and spear
in the combat phase. This would negate any advantage of an opposing spear armed cart in close fighting.
As such it offers
more tactical options than either the bow only armed cart or the solely spear armed
cart. Apart from the foregoing there is no
need for us to treat four horse chariots differently to two horse chariots.
You may believe that your
four horse chariots should contain only extra archers. If so, discard the spear tactical option
above. Instead, roll 4 shooting dice per
chariot rather than the customary two dice per chariot. This is because your chariot is shooting with
twice the normal number of archers.
I think that should do it on the topic as
far as my suggestions go. I hope they
are well reasoned, simple and clear. As
ever please let me know what you think.
I've updated this post to include a welcome comment from the author of To Ur which gives us food for thought. I hope readers find it as useful as I do.
I've updated this post to include a welcome comment from the author of To Ur which gives us food for thought. I hope readers find it as useful as I do.
Are you thinking of modifying any of the combat factors in
the Hand to Hand for the spear armed chariots? If you do, then they'll have the
upper hand in the Fear Test against a bow armed chariot, unless it has shot off
a base before combat. You might like to think about a +1 to Fear Test if you
inflicted hits on an opponent you are charging in the previous phase. It'll
have to be previous phase as shooting follows movement, and Defensive Shooting
only occurs after the Fear Test has been rolled.
Interesting piece of analysis. Are you thinking of modifying any of the combat factors in the Hand to Hand for the spear armed chariots? If you do, then they'll have the upper hand in the Fear Test against a bow armed chariot, unless it has shot off a base before combat. You might like to think about a +1 to Fear Test if you inflicted hits on an opponent you are charging in the previous phase. It'll have to be previous phase as shooting follows movement, and Defensive Shooting only occurs after the Fear Test has been rolled.
ReplyDeleteI'm following this with interest - I bought "To Ur..." but only have 'Biblical"' era armies. So thanks to Trebian for an interesting set of rules, and to you for extending them!
ReplyDeletePeter
Another thought here...the Cart units have two bases rather than four to make them brittle. You may want to double the bases and halve the dice if you are using them as chariots in Late Bronze/Biblical situations.
ReplyDeletePerhaps the charged unit can advance one square, like in a counter charge movement, if charged from over 2 squares away?
ReplyDeleteThe idea of mixed ability chariots is fine but it would over rate them I think. Unless shoot and fight at half dice.
Thanks fr the comments. I need to try some stuff on the tabletop.
ReplyDeleteJust had a skirmish using the same forces for both sides on a 2' board. I, also, only used one element for the units but counting it as four for casualty purposes. I used the massed bow for the chariots and +1 die in the first round to 4 horse chariots. Egypt against Assyria.
ReplyDeleteThere was little effect from both. But there could have been an increase in casualties with better die rolls. Egypt won routing the four foot units, Assyrians routing one chariot unit
Sounds interesting...were you happy with how the Fear Test performed?
DeleteI didn't feel it different from the usual reaction test to be honest. A different way to reach a verdict. Possibly an easier way.
ReplyDeleteThe rules are enhanced by their brevity, much like Neil Thomas' 'One Hour Wargames'
The grid simplifies movement and shooting as reported.
I'll try another game with a full complement of elements.
I'm gaming ancients in 6 mm now so a 4' x 2' board will suffice I think.
Thanks for posting this Khusru. I probably won't have my chariots rolling for another week so it's great to see how you got on.
ReplyDeleteWhen you get around to having a battle, please post it on a forum. I'm interested, though I don't have a single chariot army (yet). Are the armies DBA size or larger?
ReplyDeleteThe armies are bigger than DBA. Infantry units are 4 bases and chariots are 2. You need c6 heavy units of 16 figures, a couple of mediums at 12 figures and then 8 or so lights at 8 figures each. Then 2 or 3 carts at 2 bases each plus a general. There's several battle reports using Sumerians over at Wargaming for Grown-ups.
DeleteHi,
ReplyDeleteI enjoyed this post and seeing your chariots. You note the advantage of the 4 horse chariot carrying more men etc. With some 4 horse chariots the big advantage is a smaller turning circle. This may of course relate to a chariot with two horses attached to the yoke and two [one on each outside position] being unyoked e.g a Roman 'racing chariot'. Therefore may not relate to the war chariot but I ,now many years ago, allowed my Assyrian four horse chariots the tighter turn. Just a thought for your amusement.
Stephen
I have thought about a few mods to make this suitable for Dark Age British battles. Should work :-)
ReplyDelete