Friday, August 20, 2021

Kadesh Playtest, and revised scenario for To the Strongest!

We played the test game for Kadesh yesterday, which was both fun and very helpful!


Charge by the "Green" Hittite Chariot Division. They didn't pull very good hit cards, so the Egyptians of Division Re, hit in the flank, escaped with limited damage. There are 3 more Divisions yet to act, though!


Situation at the end of Hittite Turn 1, after the remaining 3 Hittite Chariot Divisions have acted; one unit each of Spearmen and Bowmen are already lost... as expected. The other two Egyptian formed foot units each have 1 hit on them. We decided the first turn Hittite bonus ambush replay was unnecessary. 


Situation at the end of Egyptian Move 1; the Egyptian Light Chariots are fleeing for their lives, wisely leaving the infantry as a lost cause! 


Situation at the end of Hittite Turn 2; the Hittite Chariots are sweeping the lighter Egyptian Chariots before them as they evade their heavier brethren. The light infantry have survived, surprisingly, and a lone unit spearmen has managed to avoid elimination as well.


One of the Light Chariots of Division Re has managed to come within 1 box of Division Amun, thus automatically activating both if its commands!


The rest of Division Re can accomplish little but turning to face the rampaging Hittite Chariotry, , however.


At this pointy it became obvious that the fancy rules for activating the Pharaoh's command were unnecessary overkill (the arrival of the fugitives from Re obviated the need to activate Amun anyway). Positions at the end Egyptian Turn 2, the infantry and Chariot commands of Division Amun, and the Pharaoh's bodyguards having all moved. From a game standpoint, it became clear that both of these commands really have to activate normally starting onTurn1. This is an advantage really - much fewer  special rules needed!


Hittite Turn 3 - situation after movements by the Blue, Green, and Red Chariot Divisions. There is just a single unit of slingers and the General left of the Infantry of Division Re!


The Yellow Chariot Division is pressing a pair of Egyptian Light Chariots of Division Re off the table, shrugging off the occasional arrow in the process! The Chariots of Division Ptah, seen off in the distance, are scenic only... although they probably need to start testing for arrival on Turn 2 for game purposes (the distance will keep them from having much influence for a while anyway. Historically, these troops arrived after the battle was over. 


The Chariots of Division Set arrived on Turn 3, and made good use of a Group March Move along the road.  They probably need to start entering automatically on Turn 1, given the distance they are from the action. The same is true for their Infantry contingent. 


Situation after Egyptian Move 3 and most of  Hittite Move 4 - Pharaoh and the Infantry of Division Ammun have moved forwards whilst the Chariots of Amun are protecting their right. However, the Hittite Chariot Reserve has entered the table! This is probably a turn too  soon. 


More of Hittite Move 4 - the Chariots of the Hittite Reserve have moved boldly up in front of the Infantry of Division Amun... a risky undertaking, but it may pin the opposing Egyptians in place.


More of Hitite Move 4 - the two stray chariots of Division Re have been driven off the table.!


Egyptian Move 4 - the Chariots and Infantry of Division Set race towards the action. 


More of Egyptian Move 4 - the Chariots to the front of the Division Amun infantry (plus lousy card draws) are impairing their maneuvering; not a good thing with 16 more Chariot units to your flank!

Meanwhile, using his double replays as a great leader, Ramses and his Chariots have gotten perhaps a but too far ahead of his tough Sherdan bodyguards.  


Still more Egyptian Turn 4; the light chariots of Division Amun (4) and the survivors of Re (2) are trying to harass the Heavier Hittite chariotry, albeit with a notable lack of success!


More overview of the end of Egyptian Turn 4.


Hittite Turn 5 - off to the right, Hittite Chariots have ridden down the unit of Spearmen that was to their front... 1 Hit card for the charge, one for striking a flank, and one for their shock Lance bonus, plus a replay by the General = never had a chance!  Across the River Orontes, the first command of Hittite Infantry have arrived (historically, they also never fought, for unclear reasons). Pharaoh is looking.... exposed. 


Situation at the end of Hittite Turn 5.


Overview of the end of Hittite Turn 5.


Egyptian Turn 5 - Division Set to the Rescue?


Ramses again uses his replays to charge the opposing  Light Chariots of the Hittite Reserve... to little effect for either side. The Sherdan Guardsmen advance, seeking to discourage the mass of Hittite infantry looking for fords over the Orontes. 


Situation at the end of Egyptian Turn 5; the light chariots of Divisions Amun and Re do a bunch of "Shoot and retire" moves, to very limited effect. The Hittites have yet to lose a single unit!


    At this point we ended the game as the Egyptians had lost half of their Victory medals., and we had been playing for almost 4 hours. Unfortunately, it was just Peter C and John on the Hittite side, with myself playing the Egyptians. Thomas couldn't make it at the last minute, so that slowed the action down somewhat, especially for a scenario which was designed for 4 players per side. I will be making some major changes to the scenario, chiefly, stepping up the pace of the early game; reinforcement entry games are always a challenge to time, especially with many players and in a convention setting. This will change the game a bit to one where the Hittite Chariot ambush crushes Division Re as expected, but is then at risk to be trapped between the Egyptian forces, with the still later arrival of the Hittite infantry etc potentially salvaging the situation. Simpler and faster is almost always better!

   It  also makes sense to consolidate the Veteran and no Veteran Hittite Chariots into their own Divisions rather than having a mix in both. That will be easier for players to remember, at it appears that each of the Hittite commands came from different regions of their empire, so it makes sense from that standpoint as well.



Scenario Special Rules:

1) The Hittites move first, and may move all of their 4 Chariot Divisions, ambushing Egyptian Division Re. There is no penalty for their movement out of cover and across the stream. 

2) The Chariot command of Division Set enters along the road starting on Turn 1

5) The Infantry command of Division Set enters along the road behind the Chariots.

6) The Chariot command of Division Ptah starts testing to enter along the road on Turn 2 by turning a single card; a 7+ is required to enter. Should they fail to enter, the following turn a 4+ is needed, and should that fail, the following turn their entry is automatic

7) The infantry command of Division Ptah enters along the road after the Chariots.

8) The Hittite Chariot Reserve may enter along the road into Kadesh starting after Division Ptah arrives, needing a 7+ to enter, and decreasing by 3 each subsequent turn if they are unsuccessful.  They may ignore the troops of the Royal Guard for movement and interpenetration purposes

9) The first Hittite Infantry command starts testing to enter the turn after the Chariot Reserve  has entered the tabletop, needing a 7+ to enter and decreasing by 3 thereafter as above.

10) The second Hittite Infantry Command starts testing the turn after the first infantry Command has entered the table, needing a 7+ to enter, and being adjusted as above for each subsequent turn they fail to enter. 

11) The Hittite Royal Guard may start testing to exit from Kadesh the turn after the 2ndInfantry Command  has entered the table, needing a pip count of 9 to do so, decreasing by two for each subsequent turn. 


Terrain Notes

The River Orontes may be crossed by infantry only, as a doubly difficult activation. It may be crossed by Chariots only at the Bridge at Kadesh. 

The stream running into the Orontes  does not effect movement across it





EGYPT


Pharaoh's Guard

CMD

Description

Save

Spec/Ammo

Pts

VMs

PC

Ramses Senior Heroic Attached 

Mounted Great Leader

3+

Replay x 2

Best of 2 cards when hit

10

2

PC

Light Chariots, Bow, Veteran

7+

4

6

1

PC

Light Chariots, Bow, Veteran

7+

4

6

1

PC

Chariot Runners LI Javelin

7+

2

4

1

PC

Chariot Runners LI Javelin

7+

2

4

1

PC

Shardanna Royal Gd - Auxiliaries

6+


8

2

PC

Shardanna Royal Gd - Auxiliaries

6+


8

2

PC

Camp



1

3

PC

Command Cost, Medals



47

13


Army Totals                                                                                           343       95

VM Break point = 32     Reserve Ammo = 30


Division Amun

CMD

Description

Save

Spec/Ammo

Pts

VMs

1D

Attched General Chariot Heroic

3+

Replay

5

2

1D

Light Chariots, Bow, Veteran

7+

4

6

1

1D

Light Chariots, Bow, Veteran

7+

4

6

1

1D

Light Chariots, Bow, Veteran

7+

4

6

1

1D

Light Chariots, Bow, Veteran

7+

4

6

1

1D

Hero


Replay

1


1D

Camp



1

3

1D

Command Cost, Medals



31

9


CMD

Description

Save

Spec/Ammo

Pts

VMs

1A

Attached General

2+

Replay

4

2

1A

Medium Infantry, Shieldwall

7+


7

2

1A

Medium Infantry, Shieldwall

7+


7

2

1A

Medium Infantry, 2 H Mace/Aaxe

7+


7

2

1A

Medium Bowmen, Veteran Nubian

7+

7

8

2

1A

Light Infantry - Bow/Sling

8+

3

4

1

1A

Light Infantry - Bow/Sling

8+

3

4

1

1A

Light Infantry - Bow/Sling

8+

3

4

1

1A

Hero


Replay

1

-

1A

Camp



1

3

1A

Command Cost, Medals



47

16


Division Re

CMD

Description

Save

Spec/Ammo

Pts

VMs

2A

Attached General Chariot Heroic 

3+

Replay

5

2

2A

Light Chariots, Bow, Veteran

7+

4

6

1

2A

Light Chariots, Bow, Veteran

7+

4

6

1

2A

Light Chariots, Bow, Veteran

7+

4

6

1

2A

Light Chariots, Bow, Veteran

7+

4

6

1

2A

Light Chariots, Bow, Veteran

7+

4

6

1

2A

Command Cost, Medals



35

7


CMD

Description

Save

Spec/Ammo

Pts

VMs

2B

Attached General

2+


4

2

2B

Medium Infantry, Shieldwall

7+


7

2

2B

Medium Infantry, Shieldwall

7+


7

2

2B

Medium Bowmen

8+

6

7

2

2B

Medium Bowmen

8+

6

7

2

2B

Light Infantry - Bow/Sling

8+

3

4

1

2B

Light Infantry - Bow/Sling

8+

3

4

1

2B

Light Infantry - Bow/Sling

8+

3

4

1

2B

Hero


replay

1


2B

Command Cost, Medals



45

13


Division Set (Nearin)

CMD

Description

Save

Spec/Ammo

Pts

VMs

3B

Attached General Chariot, Heroic  

3+


5

2

3B

Light Chariots, Bow

8+

3

5

1

3B

Light Chariots, Bow

8+

3

5

1

3B

Light Chariots, Bow

8+

3

5

1

3B

Light Chariots, Bow

8+

3

5

1

3B

Hero



1


3B

Command Cost, Medals



26

6


CMD

Description

Save

Spec/Ammo

Pts

VMs

3D

Attached General

2+


4

2

3D

Medium Infantry, Shieldwall

7+


7

2

3D

Medium Infantry, Shieldwall

7+


7

2

3D

Medium Bowmen

8+

6

7

2

3D

Medium Bowmen

8+

6

7

2

3D

Light Infantry - Bow/Sling

8+

3

4

1

3D

Light Infantry - Bow/Sling

8+

3

4

1

3D

Hero


Replay

1


3D

Command Cost, Medals



41

12




Division Ptah

CMD

Description

Save

Spec/Ammo

Pts

VMs

4C

Attached General Chariot, Heroic  P

3+


5

2

4C

Light Chariots, Bow

8+

3

5

1

4C

Light Chariots, Bow

8+

3

5

1

4C

Light Chariots, Bow

8+

3

5

1

4C

Light Chariots, Bow

8+

3

5

1

4C

Hero



1

1

4C

Command Cost, Medals



26

6


CMD

Description

Save

Spec/Ammo

Pts

VMs

4B

Attached General

2+

Replay

4

2

4B

Medium Infantry, Shieldwall

7+


7

2

4B

Medium Infantry, 2H mace/Axe

7+


7

2

4B

Medium Bowmen, Veteran Nubian

7+

7

8

2

4B

Medium Bowmen

7+

6

7

2

4B

Light Infantry - Bow/Sling

8+

3

4

1

4B

Light Infantry - Bow/Sling

8+

3

4

1

4B

Light Infantry - Bow/Sling

8+

3

4

1

4B

Hero


Replay

1

-

4B

Command Cost, Medals



46

13




Hittite Empire


King Mutawalli II and Royal Bodyguard

CMD

Description

Save

Spec/Ammo

Pts

VMs

K1

Heroic Mounted  detached Senior  General

3+


7

2

K1

Royal Guard - Spearmen, Veteran

6+


9

2

K1

Royal Guard - Spearmen, Veteran

6+


9

2

K1

Royal Guard - Spearmen, Veteran

6+


9

2

K1

LI Slingers

8+

3

4

1

K1

LI Slingers

8+

3

4

1

K1

LI Slingers

8+

3

4

1

K1

Hero


Replay

1


K1

Hero


Replay

1


K1

Army standard


Replay

2

2

K1

Command Cost, Medals



50

13

Army Total:                                                                                            343       85

VM break point = 29 Reserve Ammo = 11



Chariot Reserve

CMD

Description

Save

Spec/Ammo

Pts

VMs

R2

Attached General Chariot, Heroic  

3+

Replay

5

2

R2

Light Chariots, Javelin, Extra Bow

7+

3

6

1

R2

Light Chariots, Javelin, Extra Bow

7+

3

6

1

R2

Chariot Runners - LI, Javelin

7+


4

1

R2

Charuit Runners - LI, Javelin

7+


4

1

R2

Chariots, Lance

7+


9

2

R2

Chariots, Lance

7+


9

2

R2

Hero


Replay

1


R2

Hero


Replay

1


R2

Command Cost, Medals



45

10



Chariot Division Arma

CMD

Description

Save

Spec/Ammo

Pts

VMs

C1

Attached General Chariot Heroic 

3+

Replay

5

2

C1

Chariots, Lance

6+


9

2

C1

Chariots, Lance

6+


9

2

C1

Chariots, Lance

7+


9

2

C1

Chariots, Lance

7+


9

2

C1

Hero


Replay

1


C1

Command Cost, Medals



42

10



Chariot Division Enlil

CMD

Description

Save

Spec/Ammo

Pts

VMs

C2

Attached General Chariot Heroic 

3+

Replay

5

2

C2

Chariots, Lance, Veteran

6+


11

2

C2

Chariots, Lance, Veteran

6+


11

2

C2

Chariots, Lance, Veteran

6+


11

2

C2

Chariots, Lance, Veteran

6+


11

2

C2

Hero


Replay

1


C2

Command Cost, Medals



50

10



Chariot Division Kumarbi

CMD

Description

Save

Spec/Ammo

Pts

VMs

C3

Attached General Chariot Heroic 

3+

Replay

5

2

C3

Chariots, Lance, Veteran

6+


11

2

C3

Chariots, Lance, Veteran

6+


11

2

C3

Chariots, Lance, Veteran

6+


11

2

C3

Chariots, Lance, Veteran

6+


11

2

C3

Hero


Replay

1


C3

Command Cost, Medals



50

10



Chariot Division Tarhunna

CMD

Description

Save

Spec/Ammo

Pts

VMs

C4

Attached General Chariot Heroic 

3+

Replay

5

2

C4

Chariots, Lance

7+


9

2

C4

Chariots, Lance

7+


9

2

C4

Chariots, Lance

7+


9

2

C4

Chariots, Lance

7+


9

2

C4

Hero


Replay

1


C4

Command Cost, Medals



42

10



Infantry Division #1

CMD

Description

Save

Spec/Ammo

Pts

VMs

F3

Attached General

2+

Replay

4

2

F3

Spearmen

7+


7

2

F3

Spearmen

7+


7

2

F3

2 Handed Axemen

7+


7

2

F3

2 Handed Axemen

7+


7

2

F3

Light Javelinmen

7+

2

4

1

F3

Hero


Replay

1


F3

Command Cost, Medals



37

11



Infantry Division #2

CMD

Description

Save

Spec/Ammo

Pts

VMs

F4

Attached General

2+

Replay

4

2

F4

Spearmen

7+


7

2

F4

Spearmen

7+


7

2

F4

Bowmen

8+

6

7

2

F4

Bowmen

8+

6

7

2

F4

Skirmish archers

8+

3

4

1

F4

Hero


Replay

1


F4

Command Cost, Medals



37

11


















































18 comments:

  1. What a great looking game! It really makes me want to get some chariot armies:). Good to see the playtest help iron out a few issues, which is great of course.

    ReplyDelete
    Replies
    1. Thanks, Steve. I think it will play better with greater engagement by players this way. Won't be quite according to the account by Ramses, which is likely half fiction anyway! :-)

      Delete
  2. This game is a lot of fun. I like the simplified activation rules. In the test game, the Hittite chariots had the run of half the map, which was great fun for everyone except Egyptians. The activation changes guarantee the Hittite chariots will now be crushed between opposing forces, but that is in fact what actually happened.

    ReplyDelete
    Replies
    1. Thanks for playing, John! Re is almost guaranteed to be crushed, and cost almost half of the Egyptian Victory medals in our game. Thereafter, the Hittite Chariotry will be in trouble for a while, but they're pretty tough, and the eventual arrival of Hittite reinforcements means the Egyptians can't play it too footloose during the time they have the advantage. Hopefully it will make for a tense see-saw game! Hopefully I will have a chance to give the revised scenario a bit of a test, too.

      Delete
  3. Great looking game, Peter. Figures are terrain are wonderful.

    ReplyDelete
    Replies
    1. Thanks, Dean, glad you like it. Chariot era armies are fun to play with, at least to me!

      Delete
  4. Great stuff and with so much stuff on display. Seems like playtest worked well highlighting fixes to scn

    ReplyDelete
    Replies
    1. Thanks, Gary, and yes it did. Hopefully I'll have a chance to test out at least as much of the revised scenario before November.

      Delete
  5. I always admire the preparation you put into these games Peter, and it is always a good idea to have a hit-out with the Hittites (I've been saving that one).

    ReplyDelete
    Replies
    1. Thanks, Lawrence, and... good one!

      Now I need to work on the Sea Peoples vs Ramses scenario. That should be pretty straightforward... I think!

      Delete
  6. A great looking game. The way you have marked the squares is very effective and is not noticeable.

    ReplyDelete
    Replies
    1. Thank you, Peter. That was one of Simon's several brilliant ideas. Here, the green dots (done with a "sharpie" permanent marker) on a variegated background are especially invisible, except when you want to see them!

      Delete
  7. Good looking game and you're adjustments make sense!
    Best Iain

    ReplyDelete
    Replies
    1. Thanks, hopefully they work out more or less as planned.

      Delete
  8. Fabulous game Peter. I have to admit to being completely distracted by the 'shiny things', aka chariots!
    A play-test that obviated the need for some special rules is a big win, as you note.
    All the best for the real thing, James

    ReplyDelete
    Replies
    1. Thanks, James. I do love a bevy of chariots myself! :-)

      I think it should bean interesting game to play out. Hopefully it keeps every one involved and plays to a conclusion!

      Delete
  9. You have had to reinstate comment approval? That's a shame. I presume too much spam?

    ReplyDelete
    Replies
    1. Comment approval only applies to posts older than 2 weeks; I find that eliminates 80% of the spam.

      Delete