Saturday, February 28, 2015

Operation Jupiter Game 04 - Wicked Wyverns

Introduction
This is game 4 is replaying the scenarios from the Briton Publishers Operation Jupiter skirmish scenario book (Lulu PDF link).  I am replaying them on a 4.5'x5' table using 20mm, my own Advance to Cover rules and a figure scale of 1 figure = 1 section.  Background on why I am playing these is at the start of the first game post.

Scenario
Three German snipers are around the farm complex.  A company of British troops need to fish them out and take control of the farm

I was thinking of skipping this as it is three snipers versus 14 figures.  But then I thought, what better way to test out my rules.  With only three snipers on one side, will the sniper rules work fine?  The answer was yes.  So I am glad I played the game.

Troops
British

The British forces.
1 Battalion HQ
     3 figures + 1 sniper
1 Company:
      1 CO and 9 figures

German
The Germans.  All 3 snipers.
3 snipers
1 offboard 88mm flak battery with 2 missions.
Note: the 88mm flak has direct line of sight to most of the British end of the table and can fire when activated.

Sniper locations.  Note the one on the left cannot actually be seen in the picture.  In fact, as I wrote this up weeks after playing, I am guessing it was about here!
German snipers were setup not knowing how the British were to advance.  I put them in the trees so I could allow them to have line of sight over the walls.  This is the same table as scenario 3.  I thought is was supposed to be the same place by the picture in the scenario book, but it isn't!  The setup is very similar though, so no harm done.

The British decide to advance though the wheatfields down their left, and send one platoon (3 figures) down their right.

Game
There is not much to this game from a photo side other than the slow disintegration of the British forces as they advance.
A sniper can fire as far out as a MMG and with the same dice (3). However, they may only target one figure.  The three dice is to simulate the morale effect they had, rather than killing power.  Also, to spot a sniper at greater than 18" is a 4+ and there are only a few snipers to spot, and a unit can spot once per activation.
The British advance immediately into fire from the 88mm.  Two British figures are down already from the leading company.  The snipers fire and miss and remain unspotted.

The British advance.  Battalion HQ to the rear (on the left), two platoons (minus 2 figures killed by the 88) top middle.  Another platoon on the other side of the road to the lower right.
Two snipers focus on the single platoon on the British right and two British figures are gone.  The one remaining one spots the sniper! But this lone British figure is killed by return sniper fire.  

The lone survivor on the British right after his two mates bail.  He is subsequently killed by further sniper fire but he managed to reveal the sniper before going.
 The flak 88mn strikes for the second and last time and takes out another two figures. The company is suppressed (cannot fire on next activation).  Icing on the cake and the German snipers take out another figure from the company.  All that is left is the company commander who survives the requisite morale check.  So far, Germans have destroyed 9 figures and the British have revealed one sniper.  The British Battalion HQ spots a second sniper and kills him. The British sniper kills the other spotted sniper.  Things are looking better for the British.

The remaining British.  The lone survivor of the company is top right, the Battalion sniper is at the back on the left.  The three centre figures are the rest of Battalion HQ.

The remaining German sniper takes out the company commander.  With the company gone, the only unit left on the table is the Battalion HQ.  A force morale check is taken and the British decide to retreat.  A good decision.  I am not sure pressing on would have achieved anything other than more British deaths.

The British head for the wall, ready to retreat along it.

The remaining sniper, never spotted, in his tree.
Verdict
I was thinking of skipping this scenario.  How exciting could it be - three snipers versus a company advancing?  But it was actually quite tense.  Will the British manage to spot and kill the snipers before they take their toll?   In this case, the British retreat but a few different dice rolls and they would have made it.  I was engaged every activation. A great scenario that worked really well with my rules so that is a good sign that the rest of Operation Jupiter will as well!

Saturday, February 21, 2015

Operation Jupiter Game 03 - barn at Chateau de Fontaine

Introduction
This is game 3 is replaying the scenarios from the Briton Publishers Operation Jupiter skirmish scenario book (Lulu PDF link).  I am replaying them on a 4.5'x5' table using 20mm, my own Advance to Cover rules and a figure scale of 1 figure = 1 section.  Background on why I am playing these is at the start of the first game post.

These games are like vignettes of larger battles.  The report is not long nor that detailed but this is the first one in this series I did take some notes.

Not to preempt anything, but this was the most fun battle I have played in a while.  It was very nail-biting from turn to turn as the British kept assaulting the farm as the clock was ticking.

Scenario
Germans are holed in some farm buildings.  The British have 10 turns to dislodge them (note it is 6 turns in the scenario but I started them on one edge a fair distance from the farm so added 4 turns for the extra movement).

The Germans setup int he farm complex on the assumption the Brits will have a hard time kicking them out in the time limit.  the Pazerschrecke team setup in corner, in case tanks come down the road.

Troops
British
The considerable British force (considerable compared to the Germans)
 1 Battalion HQ
     4 figures + 1 PIAT
2 Company:
      1 CO, 1 2" mortar and 9 figures
1 Churchill VII
3 fire missions of 3" mortars

Deployment - one company and HQ on the left, the other company on the right.
Assume 2 turns used up to get to the deployment position shown above.

German
The small force of German defenders
1 Battalion HQ
   4 figures
1 Company
   1 CO and 9 figures
1 Panzerschrecke team
1 MMG

Defending the farm. Two platoons of the company in the large thatched building with the third platoon in the smaller building to the right  All figures are actually in the building they are behind so I know what is in them!
Game
Two turns gone to get to deployment position, 8 to go.  The British advance the 1st Company (the one travelling down the right of the table).  This take 4 turns - sending one platoon across the field, make sure nothing there and then the rest following.  This is as the British do not kniw if the Germans are at the hedge or tree line so need to be careful.  Of course, the Germans re all in the farm.

1st Company advance across the field on the right and in front of the farm.

2nd company advances in step formation as well and a platoon runs into the Panzershrecke team that is hiding in a corner of the field. The Panzerschrecke team are two figures and fire with their rifles (2 dice in total). Two 6's, two dead Brits. Most of the rest of 2nd company fire at them for only one hit. The next turn a platoon (3 figures) enter in close combat with the single remaining German and the latter are captured.

2nd company.  The figures at the far right have just discovered a Panzerschreke team.
Time is running out for the British. Mortars are called onto the main building prior to some assaults; 2 dead Germans and all are suppressed.  Not bad.

Result of morrar fire on the building - 2 Germans are killed (4 left). I did mention it earlier but the figures are actually in the building but I put them behind so I know what is there.
The mortars softening up the building, a platoon from 1st company charge. The MMG (on overwatch) decides to fires at them - 3 dice - crossing the road but rolls all 1's for all misses. The MMG firing gives their location away, so it was a bit of a risk to do so.  It could have been worth itbut did not pay off. The assaulting  platoon loses close combat: 3 attackers dead (all of them) and one defender. This is close combat in my rules, borrowed from Take Cover!! that took the concept from Rapid Fire: roll 1d6 each, add number of figures and a couple of modifiers. - winner loses 1 figure, loser loses three and retreats 3". It is fast!

British platoon assalting the main building.  They fail.
Germans in the building rally.  The 1st Company get ready for a pincer assault - one on the MMG and one on the main building again.  A platoon (3 figures) has advanced into the next field and is across the road from the MMG.

1st company milling behind the hedges across the road from the farm.  At the right can be seen some of the platoon about to charge across the road in to the MMG 
The British platoon from 1st company charge across the road into building with the MMG and win the close combat, all Germans killed.  A foothold!

Assaulting the MMG held building,  it was a success!
The mortars target the main building again  for 1 casualty.  Another British  platoon and the Company officer from 1st company charge into the building after the artillery lifts. It fails, 3 attackers lost and one defender killed.  The British are running out of men and time.

Another assault that fails.  Readers taking notes will see I failed to remove a German figure that should have gone from the previous assault.
1st Company rolls for morale as they have lost 7 figures and their officer.  They fail and are pinned (no move and no fire until rallied).  Half the British force has gone and only one building taken.

2nd Company is in position. A platoon from 2nd company charges into the main building.  This also fails but 1 defender killed.  Only one defender left!

2nd company platoon assaults (and fails)
The German defending company is 50% down and rolls a morale test that sees them pinned.  This causes the entire force to roll a morale test but it is OK.

Another 2nd company platoon assaults the main building with the one pinned defender.  Unsurprisingly they win.  Actually, based on the past history with assaulting this building, may be it was surprising!

Another 2nd company platoon assaults the main building and finally a win.
 The final Mortar mission targets the small house next to the main building and 2 Germans are killed. The German company morale roll sees them (the two figures left!) rout.  The German force morale also fails. This occurs during turn 10. Another really close game.

End game. Not much left - the 2 German figures at the left are about to rout.  The Battalion HO at the top right will withdraw.
Verdict
The most fun I have have for a while.  All the games have been fun, but this was exceptional.  I think is was the time limit.  I would throw a platoon at the farm - fail; next turn another - fail. Another in the following turn - success but now the company is pinned, use the other company - fail.  tick tick tick goes the clock. I was sweating the dice and the cards (the game uses card activation).

Also, I mentioned it in a previous writeup, but the Operation Jupiter scenarios are more like vignettes of a larger battle. While in another game, the farm would be possibly only a half or a third of the game and the farm one objective of two or three.  I am preferring the vignettes at the moment.

Oh, and the Churchill played no part in the game.  Frightened of hiding enemy Germans, the tank only advanced to the farm in the last turn.

Sunday, January 11, 2015

Operation Jupiter Game 02 - Horseshoe wood

Introduction
This is game 2 is replaying the scenarios from the Briton Publishers Operation Jupiter skirmish scenario book (Lulu PDF link).  I am replaying them on a 4.5'x5' table using 20mm, my own Advance to Cover rules and a figure scale of 1 figure = 1 section.  Background on why I am playing these is at the start of the first game post.

These games are like vignettes of larger battles.  The report is not long nor very detailed...and I took no notes during the game as it was so much fun!

Scenario
Germans are dug-in within a horseshoe shaped wood.  The British have 12 turns to dislodge them.

The Germans setup in foxholes about 12" (300 metres) from the woodline - far enough away to not be spotted too easily, but close enough to fire rifles (18" range). Battalion HQ is in the centre rear foxholes.

Germans in the foxhole.  British enter from bottom right (you can just see the front of a Churchill there).
Troops
British
The British force
1 Battalion HQ
     4 figures + 1 PIAT
1 Company:
      1 CO, 1 2" mortar and 9 figures
2 Churchill VII

Note: I only realised when writing this up there should have been two companies.  One was enough.

German

The Germans - Battlaion HQ and one company + foxholes.
1 Battalion HQ
   3 figures + 1 radio
1 Company
   1 CO and 9 figures
2 2x80mm mortar fire missions

Game
British plan: Advance with a Churchill and a platoon to draw fire and so spot the positions.  Then open up with everything that should be at the edge of the woods.
German plan: Fire at will - the range between the foxholes and the woods is only a few hundred metres.

The British advance to edge of wood.  This takes 4 turns (due to the fall of the activation cards) of the 12 total in the scenario.

British travelling through the woods.
The British advance a platoon and a Churchill out of the wood line and towards the foxholes.

The Germans spot the British moving in the woods and radio in mortar fire that causes 3 casualties to the British Battalion HQ that is pinned and does not do much the rest of the game. Receiving mortar fire in the woods is not recommended.

Not wanting to stay in the woods, another platoon exits the woods behind the first one.

The platoon advances, followed by another one.  The Churchill follows soon after.
British still fail to spot anything after 2 turns of spotting. Finally after another turn, the company spots someone in a foxhole and open fire with everything they have.  One foxhole down.

The Germans have lost half of their battalion HQ (the foxhole centre right)
Fire continues back and forth for a few more turns.  Time is on the Germans side and they are only losing about 1-2 figures a turn.

Some of the defenders, already down a figure in the foxhole.  The Battalion commander and radioman can be seen at the back.
The German mortars suppress a platoon in the open.  4 dice but only one casualty.

The German mortars suppress (green bush markers) a platoon. 
Another foxhole is emptied.

A defending foxhole is lost (centre left).  There are six defenders left - 2 are the remainder of the battalion HQ in the centre.
The German company is reduced to 4 sections and routs. The required overall force morale test fails and German retreat.   This was at game turn 10 so it was a close game.

Routing German company (3 to the top left and one top right, hard to make out).  Battalion HQ left in centre pulls back.
Verdict
Another great game.  Short and fun.  I am enjoying the scenarios and my rules.  The scenario calls for another 10 figures but I think the game would have been much more one sided to the British.

Saturday, January 10, 2015

Operation Jupiter Game 01 - Les Duanes Farm complex

Introduction
Wanting to drag out my 20mm WW2 stuff over the holidays, I looked around for some scenarios to play and settled on Operation Jupiter by Bennett P. Lacy, published by Britton Publishers and available in print or PDF from lulu.com.  A collection of 30 skirmish scenarios set on the 10 July 1944 British offensive Operation Jupiter. Recommended.

The skirmish scenarios are designed for final combat but have been scaled down from Company actions.  The rules I am going to use, Advance To Cover (ATC) are my own rules and are based for about a battalion on the table, so I just scaled them back up!  So 1 figure = 1 section/squad.

It is also designed for a 5'x6' table. when using my rues, I found that using around a 4'x4.5' was all I needed, setup on 1/2 a table tennis table.  As per the suggestion in the rules, I doubled all turn requirements.   All worked fine and have produced some tense games.

Notes on the rules (skip if not interested in rules development)
I restarted playing WW2 in about 2011 and was using Britannia Miniatures Take Cover!! (review here) which is what I used and loved in the early 2000's.  Of course, being a rules tinkerer, I have modified these rules over the last few years, going through various names.  I have just settled on Advance to Cover as a ruleset name and am quite happy with the mechanisms as they stand.  Operation Jupiter will be an opportunity for any refinement required.  They use card based activation; 1d6 for everything; and are derived from Take Cover with the usual spotting, infantry, antitank and indirect fire rules seeming familiar but streamlined.  Latest rules are here.

Scenario
This is Game 1 - Three infantry companies, supported by Churchills and dedicated 25pdrs, attack a Farm across open ground. They have 16 turns to do so.

The game board. British start in the woods at the botton and the main building in the centre is the objective.
Troops
British

The British attackers
 Battalion HQ
     4 figures + 1 radioman
3 companies each
      1 CO, 1 PIAT, 1 2" mortar and 9 figures
4 Churchill VII
2 dedicated 2x25pdr fire missions

German

German defenders
1 Battalion HQ
   6 figures + 1 radio
1 Company
   1 CO and 9 figures
   1 MMG
2 Pak 40
1 Nebelwefer fire mission

The Game
British plan: Advance the Churchills with a plation each in support.  Engage the enemy and when reduced, advance the remaining companies.  Destroy spotted AT Guns or MG nests with the artillery.
German plan: Engage any tanks as soon as possible; MMG fire at good targets. Infantry to hold fire until required. Rockets to be used when suitable infantry targets are in the open.

I apologise in advance for those wanting a very detailed battle report (and a sigh of relief for thise that did not) - I was having too much fun during the game to write any notes.  You are lucky I took photos!

The Germans deploy in foxholes and in the buildings.  The anti-tank guns are on their right flank.  The Battalion HQ is split between the main building and the line of tress behind the main building as a reserve.

The German deployment -guns to the right of the photo.
The four Churchills advance with 3 figures and a platoon behind each of them.  The remainder of the infantry in the the woods, waiting to see what happens.

The German anti-tank guns open up - two hits but no damage due to the Churchill armour. If they were Shermans, the British would be two tanks down at this point.  The Churchills spot one of the Pak-40.  In ATC (Advance to Cover) a firing anti-tank gun in total concealment over 18" (about 450m) will only be spotted on a 5+, 3+ if in partial concealment.
The activation cards favour the British who fire HE at the Pak-40s for no effect.  The Pak-40s fire again but both miss.
British Battalion HQ call in the 25pdrs on the building with Pak-40.  There are two 25pdrs, 3 dice each and need a 6+ to hit in hard cover.  Three 6's from 6 dice and one Pak-40 is destroyed.

It is turn 6 already of 16 turns and it will take 4-8 turns for the infantry to cross the field (it is a 24" distance, infantry move at 6" but only on their card that will appear about 50% each turn).  The British main forces advance out of the wood.  And are promptly fired on by the MMG and the squad. This causes one company to lose 4 figures in one attack and are suppressed.

Company advances out of the wood and promptly depleted and suppressed (green bushes are suppression markers)
The German rockets are also called in - rockets in the rules are five simultaneous attacks of 3 dice each with some deviation on where the template for each attack lands.  A 1 is a misfire.  Rocket attack - 3 1's for 3 duds!  And the rest cause no casualties!  This seemed to be the German story for the game.

The other Pak40 is destroyed by concentrated direct HE fire from the Churchills.

The Churchills advancing on the British right. Most of the German defending company can be seen to the left of the picture.
With the Churchills now able to advance without fearing at-guns, they all advance.  The vehicle MGs and HE cause terrible havoc to the German forces.  The British advance is slow, but the Germans are feeling the pain of such fire and being whittled away, figure by figure.  The German MMG goes, as does some of the company.

Another view of the British advance.  They still have all 4 Churchills, and a lot of infantry remaining.
The final 25pdr mission is called down on the main building and manages to remove one figure (section) out of four defedning.  They are also suppressed for being under indirect artillery fire.  A British platoon takes advantage of this (is was planned this way) and charges from the safety of a Churchill to enter in close combat with the occupants of the building.   The result is a tie!   One figure lost each.

British platoon charges into close combat at the objective.  Subsequently repulsed.
The remainder of the German Battalion HQ runs into the building to reinforce the defenders. Next turn the British lose and are destroyed.

All the remaining German defenders - 1 in the main building (about to be reinforced by the rest of Battalion HQ), 7 of the German company.
Even though the Germans have repelled the British from the building, things are not looking good.  The German company in defence is down to 6 figures, the HQ is four figures, the MMG is gone, and is their entire left flank. The British still have a lot of troops left.  The only good news is it turn 12 and so the Germans are slowing down the British advance.


While the German's fire on the British forces in the open, they now only have about 5 figures left in total..  The Churchills pour in fire into the buildings while the infantry continue to advance.  A 6 is required to destory a figure; vehicle MGs are 2 dice, and so it the HE...and the advancing British fire as well. It all starts to add up.  The German company finally routs with only two figures left.  The only remaining unit on the table is the Battalion HQ and a force morale rolls sees them pull back.

Turn 14.  The German company (2 figures left) routed and The Battalion HQ pulls back.  Still lots of British infantry.  
  
The British win on turn 14.

Verdict
Firstly the game - Once the Pak-40s had not taken out any Churchills, the game was a bit of a walkover from a firepower perspective.  It was still a little tense though as time was running out for the British to achieve the objective in time.  I think if the Pak-40s had KO's at least 1-2 tanks, the British would have failed to dislodge the Germans in time.  I found it a balanced scenario.
An after action report for the same scenario using different rules is at Just Jack's BlackHawkHet blog post.

I am finding I am really liking this setup for a game - a few tanks, about 20-30 infantry and maybe some artillery.  And a small table scenario.  For a larger game, this scenario would likely be about a third of the table, with some other objectives as well. Rather than decide how to split forces to achieve these objectives, there is really only one with a small force.  I feel like it is a vignette of what would normally be a larger game.  It also feels a like a puzzle - how to best achieve the objective with the forces your have.   I have played a few of the Operation Jupiter scenarios and am loving this sort of scenario and game.  The size of forces is  what I have found over the years I enjoy the most; now I have also found a scenario type I love that matches them. 

Wednesday, December 31, 2014

Battle of Bibracte 58 BC Deployment decription and 2 replays

Introduction
I started off replaying the Battle of Callinicum 533 AD with 11 rule sets on a 2'x2' board, switched to Zama for 3 rules (Zama was not great for a small table) and the most recent was the Battle of Heraclea 278BC with 14 rules (links to replays at this blog page).  I still have some more rules to try out and was looking for historical battle with not too many troop types and had Gauls/Celts/early Germans.

I was looking at Bibracte and did some research and set the figures up for 12 months to play the game.  I decided that Bibracte was not the battle I was looking for (Sentinum 295BC is the choice at the moment). So this post is a combined detailed scenario description and 2 replays (around the 20th) using my Ancient Battlelines Clash rules.

Internet Sources
There are the internet sources I found quite easily to help on replaying the battle.


Scaling the troops
Armed with the potential numbers of the different types of troops present at Bibracte, I could start to convert this into possible units for the replays.  While the Roman numbers are documented, the number of Gauls in Caesars’ account is in the hundreds of thousands.  I have gone with Sabin’s Lost Battles discussion that estimates around 50,000 for the Gauls.  The less the better.  Going by the actual numbers, and trying scale it down to manageable unit sizes, I used a first cut scale of about 700-1000 soldiers equals 1 figure.

Romans
6 Legions each 4000 -5,000 soldiers = figures or  6-8 figures each or  2 bases per legion (4 figures per base)
4000 allied Gallic cavalry = 6 figures or 2 bases (3 figures per base)
An unknown number of light infantry so will just assume a few thousand and 1 base.

Helvetii
Using Lost Battles as guide sees:
50,000-ish warband infantry = 50-70ish figures or  about 20 bases (3 figures per base)
4000-ish cavalry = 6 figures or 2 bases (3 figures per base)

Troop Definitions
General troop definitions to assist with converting to the various rules.

Romans
8 Legion bases: Heavy Infantry, close order, partial armour, pila, sword, shield
4 Fresh legion bases: Heavy Infantry, close order, partial armour, pila, sword, shield, poor at melee and/or poor morale.
2 Allied Gallic cavalry bases:  Heavy Cavalry, loose order, unarmoured, spear, shield, poorer at melee than the Helvetii cavalry
1 Light Infantry base: Light Infantry, loose order, unarmoured, javelin, shield

Helvetii
20 Warbands: Medium Infantry, loose order, unarmoured, javelin, shield
2 cavalry bases:  Heavy Cavalry, loose order, unarmoured, spear, shield

Warbands could be “light infantry” depending on how the rules classify the Gallic warriors.  I have left it as medium infantry to show they are not quite as heavy as the legionaries, but heavier than the roman light infantry allies.

The number of bases may vary depending on the rules.  The 20 bases would be 10 wide and 2 ranks deep and this would work fine with rules such as Armati, DBM and Impetus.  I may have to change the Helvetii base deployment to suit the rules I am testing.

Deployment
I nearly gave up when I got to deployment  I realised (I think I was in denial up to this stage) that the battles starts with the Helvetii charging the Romans up hill, retreating to another hill, some allies coming to help and finally breaking.  How was I actually going to recreate all of that?  But then I noticed that all the replays and scenarios only recreate the first bit – the Helvetii attacking.   So I will go with that.  If I was running this as a one off scenario, I would introduce some rules about reforming routed warbands on a far hill etc., but as that would likely rely on the specific rules in use. I am going with only the first part of the battle.

By going with only the first part of the entire battle, I could go with either the the Lost Battles interpretation of the deployment with the Helvetii attacking across a river, or the more traditional (e.g. Dupuy) attacking from one hill to another with the river on the flank. The river does appear specifically in the account and does not feature as having any impact on the battle. I will go without the river between the starting positions of the Helvetii and the Romans.  I will also, as it saves a turn, go with the Helvetii already moving off their hill and ready to attack the Romans uphill.  If not, there is a good case if acting on behalf of the Helvetii player to just sit on their hill and await the Roman attack.

Lastly, the newly raised Gallic legions and Caesar's light troops may or may not have been involved in the actual battle.  I will put them as guarding the camp but "uncontrolled" to borrow an Armati term. Uncontrolled units cannot be ordered but can react if units get close (e.g. they are charged).  I will try wherever possible to utilise the rules within the rulesets I use to achieve this effect.

It boils down to a quite simple game of warbands Vs the legions, with a bit of cavalry on either flank.

Standard deployment - Gauls at the top, Romans at the bottom.

Replays with Ancient Battlelines Clash
I played two games with my rules.  In the first game, the warbands got cleaned up, but I released after the game that I had devalued the Gallic warbands too much after my last rules clean up in September 2014.  They went down a combat factor in September 2014 due to being classed a slow fortitude.  That was not the intent, but that's what occurred.  So I played another one fixing the Gallic warbands.  I also noted that a +1 factor for being uphill will make the uphill units invincible from similar troops downhill. I changed the rules so that uphill applied only if you are not high fortitude.

The ABC game troops
For ABC, the units translate as follows:

The Heavy Cavalry are all auxiliary cavalry
The Warbands: battle infantry, warbands, low fortitude (Game 2 I removed the low fortitude)
Veteran legions: battle infantry, some missile protection, high fortitude, line relief
New legions: battle infantry, some missile protection, low fortitude, line relief
Light infantry: auxiliary infantry.

New legions and light infantry are uncontrolled and will only react to enemy actions.

Note:  I have come round to the fact that Gauls/Celts would not really be loose order and so in the September 2014 revision I treat them as heavy infantry. I made Gauls low fortitude battle infantry, while Germans would be average fortitude but this had the unintended consequence of lower the combat value of the Gauls by 1.  So I played a second game with them no longer as brittle.  


Game 1

Gauls

Romans



ABC Deployment
As per the previous diagram:

Gauls on the left, Romans on the right.
It may be an interesting game - the Romans will be uphill (+1 advantage) and they are also high fortitude Vs the Gauls low fortitude).  But there are two lines of Gauls....

The Game
Gauls move first and simply charge at the Romans.

The Gallic horde about to contact the thin red line.
The lines clash.  Warbands will be at -2 (low fortitude Vs high, Romans are up hill but Warbands get the +2 for the first contact). Three Gallic units rout, one retreats, the rest are disordered.  But most Romans are disordered as well.  Those that routed have there place filled by the rear unit.  But still not good for the Gauls.

End of the first clash, thinning out the Gauls/  Grey Javelins are disordered markers.
Disordered Romans Vs disordered Warbands are at +3 combat advantage.  In the Roman turn a few more Gallic units rout.

Gaps are appearing in the Gaul battleline.  Romans stand firm.
In the Gaul's turn lots more warband units disappear.  The combat factor difference is too great so the Romans will never rout.  Also the Romans are not pursuing any routed units down the hill (would only happen on a 5 or 6) and so become isolated and able to be attacked on the flat, and also as a single unit.  The one overlapping spare Gallic unit on a flank failed its order rolls and so cannot help on the flank.

Even more gaps.  The Gaul lose.

The Gauls have reached their breakpoint and run away.

Verdict
A historical result but never in doubt due to the combat difference.  Attacking Romans up a hill was never going to end well.  For ABC, I would make the Romans average fortitude in future, just to even it up. It would make it a much closer contest.  It was also about now I realised that by making the Gauls low fortitude in September 2014 I had unintentionally reduced their combat value by 1 from previous versions of the rules.  Chagrined, I played the scenario again.

Game 2
I have also changed modifiers so that you get +1 for high fortitude OR being uphill (not +1 for both). So for this game the Romans are high fortitude and uphill and only get a +1 bonus for this, not +2.  The Warbands are average fortitude, and combat value 3, Romans are combat value 5; but the warbands will get a +2CV on first contact and a 6 will then deplete a Roman and force a retreat, with no effect to the Warband.  Still not great, but much better odds.  There are 9 Warband initial combats so they should manage at least one 6.

ABC Deployment
As per the previous diagram:

Same deployment
The Game
Gauls charge in again.

The clash.
In the last game, on contact, the Gauls rolled a lot of 1s and 2's.  This time, the first four rolls for combat had three 6s!  There were a few 1's further down the line to balance this out.

With some pursuits, and the fact the Gallic General rolled a 6 and inflicted a rout, two Romans units are routed.

Gaps in the Gallic and Roman line.  The Gauls rolled well.
But it is now the Roman's turn, and the Gauls do not get their charge bonus. Just about everyone is disordered so Romans are attacking with a CV of 4 and the Gauls are defending with a CV of 2.  Combat sees 5 Gallic units are routed, but one Roman unit routs.

Roman left is holding, and inflicting good casualties, but the Roman right has collapsed.
Gauls turn.  Not good for them.  Lots of 1's and three Gallic units routed.

The Roman left is doing really well. The Gauls in the centre failed their order roll.
Roman turn and another three Gallic units are routed. The Gallic breakpoint is reached and they lose.

End game.  
Verdict
A much more fun game, and still feels historical (at least to me).  Glad I replayed it and the rules are better for it.  It was closer, but the better Romans won out as they could take the punishment more so than the Gauls.