THE AGONY AND ECSTASY OF THE ANCIENTS
THE GREAT
BATTLES OF ALEXANDER [Deluxe Edition] by MARK HERMAN and RICHARD BERG
From: GMT
2 22" x
34" backprinted mapsheets, 1 17" X 22" backprinted
mapsheet; 720 counters; rule book,
scenario book; 2 player aid cards, rules index card. Boxed, from GMT, POB 1308 Hanford, CA 93232. $50.
Reviewed by
TIMOTHY J. KUTTA
Historically -
well, within the historical parameters of the wargame hobby - “ancients” have
had a very dim reputation. The only series that covered the tactics of ancient
warfare, SPI’s old “PRESTAGS”, was far too generic to appeal to more than a
minority segment. And, the public perception was that tactical ancient warfare
games would be, by definition, boring. Most of the battles usually consisted of
a lot of poorly armed guys, wandering around a featureless map at a blistering
pace of one or two hexes a turn. When they did
finally lock
horns, it was usually a bunch of 4-2’s
fighting at 1-1 odds for the greater good of Dufus, Tyrant of Arglebargle. Game
play usually devolved into moving your line of counters forward until it
crashed into the other guy’s. A few rounds of combat, a few losses, a few rolls
for morale and it was all over. Really over.
Slow movement rates, low odds attacks, barren maps of flat open fields,
and all the flavor and panache of a rice cake combined to doom the ancient
period to a non-event status in the wargame community.
That’s how it
stood for over a decade until GMT came out with Mark Herman’s Great Battles
of Alexander in 1991. Originally scheduled as a publication by the rapidly
deflating SDI, Alex was grabbed by GMT, which saw the potential the system
had as a possible series. That Herman’s unique system, combined with major
doses of “chrome”, in the guise of historical and tactical flavor, worked was
quickly apparent to all gamers who not only gobbled up Alex but also its
immediate descendants, such as SPQR and Caesar, making GMT’s
“Great Battles of History” series one of the most popular in all of wargaming.
Aware, however, that the original Alex was not up to the standards of
its dice-like diadochoi, GMT has now decided to re-issue it. Luckily for all
interested parties, the new version is not just a simple reprint, but a total
re-do and expansion of the original.
The Deluxe Edition
of The Great Battles of Alexander features ever major - and almost all
the minor - battle(s) of Alexander the Great and allows the players to examine,
play, explore and understand the various military systems, tactics and weapons
used by the nations and warlike tribes of the time. The game features the
battles of Chaeronea, The Lyginus, Pelium, The Granicus, Issus, Gaugamela, The
Jaxartes, Samarkand, Arigaeum, and The Hydaspes. The scope, number of scenarios
and detailed tactical play will send most gamers into polyhedral ecstasy.
First, though, the
Agony. Putting together a detailed tactical examination of the collision
between
Alexander’s Macedonian combined arms system and the rest of the military world
requires rules…lots and lots of rules. With most of the verbiage dedicated to
leaders and command, the 32 page rule book contains scads of detailed,
inter-related rules which must be read and analyzed in order to play the game
properly. Its going to take a few hours to get through the rules, and a couple
of choppy turns of play to integrate them into your methodology of game
play. However, fear not, for those
rules are designed to make the game true to the times they portray.
There is some
controversy as to exactly how that should be done. Should the rules be accurate
only as to the period and allow battles to turn out as the players dictate, or
should they reflect what actually happened in the battles and be skewed
slightly toward the side that won? Herman and Berg have combined a little of
both. While the rules appear to
accurately reflect
the military systems of the time, or, at least, reflect their interpretation of
what was happening - e.g., moving Hoplites must use their entire Movement
Allowance, reflecting the inexorable momentum generated by Hoplites required to
smash enemy formations - there are also several rules, such as Elite Commander
status, that give Alexander a tremendous advantage by allowing the Macedonian
to always get the first
shot in each
turn.
The good news is
that, even with the extensive rules, actual game play is really quite simple.
The Sequence of Play is a six-step process and consists of Leader Activation,
Orders, Shock Combat, Momentum, Rout, and Recovery or Withdrawal. While
Combat, Rout and
Recovery -Withdrawal are fairly straightforward, the heart of the gaming system
is the command system, which includes the Leader Activation and Momentum phases
of play. Each game must have a focal point (a point lost on many players and
designers) and Herman/Berg have chosen to highlight (and backlight) ancient
battles through the command structures of the time. Units in the game may move,
fire, or perform other functions only if “ordered” by a commander. Commanders
are activated based on their Initiative Number. Once activated the leaders are
restricted to how many combat units they move by their Initiative Rating and
range, unless they have the capability to issue Line Commands. The latter are
new to Alex, having been retrofitted from SPQR; as are the use of
Macedonian Contingent Commanders, a rule which allows almost every Macedonian
leader from Alex’s campaigns to show up.
The beauty of this
system is that, although there is a set sequence of play, the actual
events of each
turn will vary because of the influence of the leaders. Players may also use
the Momentum Rule to reactivate a leader who has already issued his quota of
orders for one
phase. To balance that is the Trump Option, by which the opposing player can
attempt to "steal" the initiative from the current player.
Taken together,
the command rules are a unique focal point for the game, giving the players an
excellent feel for the period while making for an interesting game. Although
initially
cumbersome, they
play well once the players learn the system, allowing limitless variations for
each scenario.
The combat system
is also unique, complex, and, seemingly, accurate. While hordes of javelinists,
slingers and archers are all present to launch missile attacks, the heart of
the combat system is the "Clash of Spears", the melee which occurs
when the infantry of both sides closes for hand to hand, or spear to spear,
combat… the melee which usually decided most ancient battles. While most
ancient games simply compare the attack and defense factors of the
participating units, Herman and Berg have chosen to base their combat system on
the effect combat has on unit cohesion. Results are applied in cohesion points,
which are compared to each unit's Troop Quality to determine when/if the units
disintegrates and routs from the field. Although it sounds simple, the combat
process requires the players to consult several charts: the Initial Clash of
Spears Chart, The Shock
Superiority Chart
and the Size Ratio Difference Chart. Each chart modifies the combat situation
in some way and leads to extremely accurate battle “odds”. However, it could
send novices into "Chart Shock".
The complexity of
the game carries over to the unit counters. While beautifully done, in a swath
of stunning colors and icons, the counters are also loaded - some say
over-loaded - with information. No
simple attack/defense and move factors here. Each counters is defined by
nationality, class, movement allowance (normal and extended), troop quality,
and size. In addition, missile troops have missile type. Each of these
capabilities allows the particular formation to act much as it did in real
life. The foot archers have a maximum range of 240 paces (about 200 yards)
which is accurate for the time and place. Each of the playing pieces have
advantages and restrictions which must be analyzed and understood to use the
units properly.
Integrating the
rules into game play is best accomplished by mastering the player aid charts.
Each player has two, which cover everything from Shock Superiority to Movement.
The charts are packed with information and may well leave the novice player
stunned by the sheer amount of information. However, a calm, careful perusal of
the charts will put most of the pertinent information needed to play the game
at his fingertips as well as showing him what needs to be done to succeed. A
caveat to those who like to analyze the mostly linear charts of their games:
not only are the numbers not that linear here, but the three combat charts are
so interwoven and mutually reliant that such analysis becomes somewhat futile.
In the event you get thoroughly confused, the designers have also included a
Rules Index card so players won't be forced to flip through the rules to find
important data.
Having lauded the
game for its accuracy and pointed out the agony of its complexity, it is now
time to put it to the acid test: how does it play?
I started with the
Crossing the Jaxartes scenario - Alexander chasing after some recalcitrant
natives in modern-day Afghanistan - as it had a large map and only a small
number of units. The Macedonians have 5 leaders and 23 combat units (mostly
infantry) while the Scythians have 4 leaders and 20 combat units (mostly
cavalry). The game played smoothly, with the role of the leaders becoming
evident from the first seconds of play. Movement across open terrain can
quickly scatter a poorly led army, or one whose leaders are poorly placed. Once
the armies close I found the combat system to be clear, accessible and very
playable. Even better, it also seemed to reflect the combat of the times. The
small number and various types of units on the board allow the players to get a
look at how all the types of units function.
The Battle of
Hydaspes - Alexander’s climactic battle against Porus and his elephant corps
- was next up. Nothing like charging
elephants to set the night aglow. Play balance was excellent: bunches of units
with no terrain to worry about. I recommend the players use the Free Set-up
Scenario and block off about 5 or 6 hours of playing time for this one. Finally,
for all of you who think the Germans invented "combined arms" in the
1940s, take a look at the huge Battle of Gaugamela in 333 BC.
Given all this
information, and all the scenarios provided, the only knock I have on the game
is the rules. Although the plethora of gaming functions require - and get - a
good explanation, the rules are excessively long. The amount of information
packed onto the counters also has an (admittedly small) adverse effect on the
game, as some of the names of the units are difficult to read. The game plays
slowly but exceptionally well, as most battles play out in “real” time. The
rich detail, well thought out system and superb mechanics give the ancient
wargamer or gamers of other periods all they can handle.
Alexander
Deluxe is the third
edition of a well researched and refined gaming system. It is a highly detailed
simulation which combines all of the intricate detail of miniatures with the
smooth mechanics of a board game.
CAPSULE COMMENTS
Physical
Quality: Excellent.
Ancient maps with color and contour lines, what will they think of next?!
Playability: Slow, at first, as players must integrate
complex rules. The bigger scenarios will take you a good full day of gaming.
Excellent solitaire.
Replayability: Very High. Lots of scenarios and optional
deployment rules
Creativity: A unique game system with lots of loving
touches.
Wristage: The bigger scenarios may tire your hand,
but there’s lots of time to recover while your opponent moves.
Historicity: Outstanding. Even the "best guesses"
are well researched.
Comparison: There are several ancient battle series,
such as DG’s Battles of the Ancient World and Bill Banks’ Ancients,
but none come close to the detail and mechanics of this game.
Overall: A "must game" for any tactical
wargamer or ancient buff. The best ancient tactical system on the market.