Tally Ho!

Saturday, 20 May 2017

Punic Wars - Armati campign week 1

The first move of the campaign saw the Carthaginians launch an attack into Cisapline-Gaul, beating the Roman's to the punch who had planned to attack from that province themselves.

The battlefield was a flat plain, with some low rises at one end of the  field that had little effect on the conduct of the game.

In Armati terms this was a 130 point battle with both sides having a break-point of 5 key units.

The reinforcements cards left the Roman's with an army consistently primarily of heavy infantry with Triarii and some gladiators in support. The Carthaginians had a more balance force of infantry and cavalry at their disposal.

The initial deployments
Fearing they would be rapidly outflanked the Romans deployed their infantry wide in the centre to broaden their front. One flank as supported by the manoeuvrable Triarii and the other by infantry / the gladiators. The wide deployment was a risk as the Punic forces contained several units of Celts.

The Carthaginian commander deployed the weaker Celts between units of more reliable African troops and balanced his cavalry between the wings, seeking an advantage on one flank.

Roman main line stands ready
The Romans began with a steady advance across the field towards the Carthaginian lines, with flanking units held back. The Punic forces responded by pushing forward with their mounted troops. On their left they tried a wide arcing movement to outflank the Triarii, whilst on the right they stayed close-in hoping to protect the flank of Hannibal's veterans who occupied the end of the line.

Punic and Celtic infantry

As the main lines clashed the Punic cavalry on the right broken the gladiators but became bogged-down in a fight with the flank guards. On the right one unit of Celtic cavalry was mauled by the Triarii but the other was able to outflank the Roman line. They had however been forced to go quite wide and so risked being unable to make it back before the main melee in the centre.

Celtic Horse
 In the centre the Carthaginian infantry proved better than expected with the Celts breaking one of the Roman units deployed in width. About half way through the game the Carthaginians were ahead and looked to have a real chance for a win despite the flank attacks having not yet materialised.

Veteran Triarii
As we entered the end-game the Carthaginians were 3-1 up against the Romans needing only 2 more kills to win. 3-1 became 4-2 in the centre of the battle fields but then they suffered a reverse. On the right the Punic cavalry became Tired and this resulted in them and their accompanying general both perishing to make it 4-4. Loss of initiate at the crucial moment left them vulnerable and the Romans were able to kill an exhausted unit of Celts to claim a 5-4 win.

African veterans

So Roman managed to hold Cisapline-Gaul with a narrow win. Given the army lists Carthage probably should have been able to out manoeuvred the Romans on the flanks and attack them behind, but they deployed their cavalry a little too close to the main lines thereby meaning they were dragged-into fighting the flank guards. 

Sunday, 14 May 2017

Punic Wars - an Armatii Wargames Campaign

Our latest campaign is the Punic Wars - below are the full rules so its a long post!


This campaign pits the forces of Carthage against the rising power of Rome for control of the ancient Mediterranean world. The campaign begins with Rome largely hemmed-in and seeking to expand its influence beyond Italy. Roman holds a single territory in Spain as its only overseas outpost. Carthage hold Spain, Africa, and Gaul. Greece is neutral and Dalmatia / Macedon are not used.

The campaign has been written for  the Armati II rules but could be easily adapted to other sets. We have slightly cheated on the historical front by mixing troops from several periods; firstly to suite the figures available and secondly out of a romantic desire to field all the most popular units from the Punic Wars.     


Each turn both sides may launch a single attack from a province they own into a neutral or enemy territory, where battle ensues.


Battles are fought using standard Armatii rules. Terrain can be of three types - Open, Rough, or Hilly. Roll below to determine which and then randomly select a terrain map from those supplied. 



The Core units available are specified in the army lists below. These are slightly expanded versions of the standard lists, with the Break Point adjusted. All armies have two generals.

A unit card is provided for each reinforcement unit, split into packs for each of the provinces of Italy, Gaul, Spain, Africa, and Greece. Each card contains the stats and points cost of the unit concerned. For each province up to 3 separate piles are formed; Foot, Mounted/Lights, and Roman/Carthage (only as appropriate)

Players take turns drawing reinforcement cards, up to a maximum of one card / territory held in that province, swapping between provinces as they see fit. For Italy the Roman's may draw 2 cards / territory held as they begin with fewer territories.

You keep drawing until reach either 75 or 100 points as agreed by the players. If you "bust" then you return the card to the pack and draw another until you hit your reinforcement limit or 1 below it (there being no 1 point units).
Republican Roman          
CR: H: 5L: 3BP: 3Init: 4      
Hastati / Principes7 [2] 2+2Pila/Sword6116624YesFT
Triarii7 [2] 2+2Spear113134YesFT
Velites3 [1] 2+2Javelins1224NoSI
CR: H: 5L: 4BP: 3Init: 5      
Celts5 [1] 3+1Swords27148YesWB
African Veterans8 {1} 1+2Spears116164YesPH
Citizern foot6 [1] 1+1Spears28168YesFT
Punic Horse4 [0] 0+1Various110104YesHC
Numidians2 [0] 0+1Various27148NoLC
Celtic Cavalry4 [0] 0+1Various110104YesHC 
Balearics3 [1] 2+2Slings1224NoSI 
Bonus Units - Roman only (Italy)        
Hastati / Principes7 [2] 2+2Pila/Sword01100YesFT2
Triarii7 [2] 2+2Spear01300YesFT1
Penal Legions5 [1] 1+1Various0600NoFT2
Gladiators5 [1] 2+1Various0800NoLHI3
Velites3 [1] 2+2Javelins0200NoSI1
Bonus Units - Carthage only (Africa)        
African Veterans8 [1] 1+2Spears01600YesFT2
Punic Cavalry4 [0] 0+1Various01000YesHC2
Citizern foot6 [1] 1+1Spears0800YesFT1
Bonus Units - both          
Italian Allies6 [1] 1+1Swords0800YesFT5
Italian Cavalry4 [0] 0+1Various01000YesHC2
Italian Skirmishers2 [1] 1+2Javelins0200NoSI2
Libyan  skirm3 [1] 2+2Javelins0200NoSI3
Numidian cavalry2 [0] 0+1Various0700NoLC1
Numidian Archers2 [1] 1+2Bows0200NoSI1
Elephants4 [3] 1+1Various01000NoEL5
Numidian Slingers3 [1] 2+2Slings0200NoSI1
Spanish Foot6 [1] 1+1Various0800YesFT3
Spanish Skirm3 [1] 2+2Javelins0200NoSI2
Celt-Iberians5 [1] 3+1Swords0600NoWB2
Celts5 [1] 3+1Swords0600NoWB4
Gallic  Cavalry4 [0] 0+1Various01000YesHC2
Balearic Slingers3 [1] 2+2Slings0200NoSI1
Peltasts4 [1] 2+1Various0700NoLI3
Greek mercenaries6 [1] 1+2Spears01000NoPH3


Players may forgo a troop card pick and instead choose a stratagem card, costing 12 points. Stratagems are random as who knows what inspiration you will get from the Gods.
Favourable ground
Remove one piece of rough terrain
Seize the day
One light command may deploy a move forward, after deployment but before the battle begins
Flank attack
A single command starts off table. On a 5,6 it arrives on table lined-up in the enemies deployment zone.
A gully may be placed in the enemies flank zone. It hides a single unit command.
Reorder the lines
Two adjacent commands in contact may have units between them.
Favourable Ground II
Move one piece of terrain in your own half
Military Advisor
You receive an additional general
Swift attack
You are guaranteed the initiative for the first D2 turns
Reorder the lines II
You may reposition a single unit command after the reveal
Happy campers
You receive an on-table camp counting as defences, which must be in your central zone
Favourable Ground III
You may add a single piece of Rough terrain
Favourable Ground IV
You may move a single piece of terrain in the enemy half