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		<title><![CDATA[Forums - Ancient Tactics]]></title>
		<link>https://www.theblitz.club/message_boards/</link>
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		<pubDate>Sun, 10 May 2026 03:51:50 +0000</pubDate>
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			<title><![CDATA[Greek City Wars]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=65605</link>
			<pubDate>Fri, 17 Jan 2014 17:37:50 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=6407">Compass Rose</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=65605</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">Greek City Wars– by Paul Bruffell</span><br />
<br />
Conflict between Greek states was always a close matched affair typically between opposing phalanxes. The use of cavalry and peltasts developed late on and eventually Thebes made a development on the traditional hoplite and phalanx formation.<br />
I will set out to demonstrate why tactics as used by the Theban General Epaminondas were so successful in its time. Epaminondas used the weight of rear ranks to continue the spear to spear battle longer than the opposing phalanx could sustain and eventually broke the enemy resistance. The term used to express the phalanx ‘shove’ is Othismos.<br />
<br />
As seen below the Theban main phalanx has more ranks than the opposing Athenian hoplites and compensates for a lack of hoplites elsewhere with a thin screen of peltasts and cavalry.<br />
The Rules Manual highlights that close combat positive modifiers can be gained by weight of numbers and this is what we are about to see.<br />
<br />
Start position – Both armies have just over 1000 hoplites and a further 10% strength as light troops (1200 points). The Athenian army is set out for traditional phalanx warfare with 6 men deep (144 men per unit). The game only recognises the othismos on the strength of an individual unit not a stack of units in the same hex. Hence I have created Theban units in the Scenario Editor with strength of 336 men (14 ranks deep) giving more than twice the phalanx depth of the Athenian units.<br />
<br />
<img src="https://www.theblitz.club/uploads/users/66717515ecOthismos1A.jpg" loading="lazy"  alt="[Image: 66717515ecOthismos1A.jpg]" class="mycode_img" /><br />
<br />
Turn 2 the phalanxes are in melee and the Theban light troops are harassing the other Athenian hoplites and keeping them from supporting the main battle –<br />
<br />
<img src="https://www.theblitz.club/uploads/users/0c21cdb02fOthismos2A.jpg" loading="lazy"  alt="[Image: 0c21cdb02fOthismos2A.jpg]" class="mycode_img" /><br />
<br />
Turn 3 – The Athenian hoplites facing the Theban deep formation break quickly and rout, a massacre follows. However, the Computer AI is not beaten as it turns inwards the uncommitted Athenian hoplites on the flank of the Theban phalanx and causes significant losses themselves. Within one turn the Theban hoplite unit hit in the flank routs -<br />
<br />
<img src="https://www.theblitz.club/uploads/users/7735b34098Othismos3A.jpg" loading="lazy"  alt="[Image: 7735b34098Othismos3A.jpg]" class="mycode_img" /><br />
<br />
Turn 4 – The Athenian phalanx has broken and their hoplites are routed. Significant losses can now occur to the routing forces and this is usually sufficient to demoralise the rest of the army resulting in a victory for Thebes –<br />
<br />
<img src="https://www.theblitz.club/uploads/users/8bbf951867Othismos4A.jpg" loading="lazy"  alt="[Image: 8bbf951867Othismos4A.jpg]" class="mycode_img" />]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">Greek City Wars– by Paul Bruffell</span><br />
<br />
Conflict between Greek states was always a close matched affair typically between opposing phalanxes. The use of cavalry and peltasts developed late on and eventually Thebes made a development on the traditional hoplite and phalanx formation.<br />
I will set out to demonstrate why tactics as used by the Theban General Epaminondas were so successful in its time. Epaminondas used the weight of rear ranks to continue the spear to spear battle longer than the opposing phalanx could sustain and eventually broke the enemy resistance. The term used to express the phalanx ‘shove’ is Othismos.<br />
<br />
As seen below the Theban main phalanx has more ranks than the opposing Athenian hoplites and compensates for a lack of hoplites elsewhere with a thin screen of peltasts and cavalry.<br />
The Rules Manual highlights that close combat positive modifiers can be gained by weight of numbers and this is what we are about to see.<br />
<br />
Start position – Both armies have just over 1000 hoplites and a further 10% strength as light troops (1200 points). The Athenian army is set out for traditional phalanx warfare with 6 men deep (144 men per unit). The game only recognises the othismos on the strength of an individual unit not a stack of units in the same hex. Hence I have created Theban units in the Scenario Editor with strength of 336 men (14 ranks deep) giving more than twice the phalanx depth of the Athenian units.<br />
<br />
<img src="https://www.theblitz.club/uploads/users/66717515ecOthismos1A.jpg" loading="lazy"  alt="[Image: 66717515ecOthismos1A.jpg]" class="mycode_img" /><br />
<br />
Turn 2 the phalanxes are in melee and the Theban light troops are harassing the other Athenian hoplites and keeping them from supporting the main battle –<br />
<br />
<img src="https://www.theblitz.club/uploads/users/0c21cdb02fOthismos2A.jpg" loading="lazy"  alt="[Image: 0c21cdb02fOthismos2A.jpg]" class="mycode_img" /><br />
<br />
Turn 3 – The Athenian hoplites facing the Theban deep formation break quickly and rout, a massacre follows. However, the Computer AI is not beaten as it turns inwards the uncommitted Athenian hoplites on the flank of the Theban phalanx and causes significant losses themselves. Within one turn the Theban hoplite unit hit in the flank routs -<br />
<br />
<img src="https://www.theblitz.club/uploads/users/7735b34098Othismos3A.jpg" loading="lazy"  alt="[Image: 7735b34098Othismos3A.jpg]" class="mycode_img" /><br />
<br />
Turn 4 – The Athenian phalanx has broken and their hoplites are routed. Significant losses can now occur to the routing forces and this is usually sufficient to demoralise the rest of the army resulting in a victory for Thebes –<br />
<br />
<img src="https://www.theblitz.club/uploads/users/8bbf951867Othismos4A.jpg" loading="lazy"  alt="[Image: 8bbf951867Othismos4A.jpg]" class="mycode_img" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Greeks Fighting]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=65600</link>
			<pubDate>Sat, 11 Jan 2014 17:16:14 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=6407">Compass Rose</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=65600</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">Greeks Fighting – by Paul Bruffell</span><br />
<br />
In Greece in the 5th Century BC conflicts between City States was common and hoplite warfare was the name of the game. The dominant formation was the phalanx with multiple rows of soldiers each carrying the famous hoplon shield and an 8 ft long spear.<br />
<br />
<img src="https://www.theblitz.club/uploads/users/9584807251Greek_Fighting1.jpg" loading="lazy"  alt="[Image: 9584807251Greek_Fighting1.jpg]" class="mycode_img" /><br />
<br />
<img src="https://www.theblitz.club/uploads/users/61c536d70bGreek_Fighting2.jpg" loading="lazy"  alt="[Image: 61c536d70bGreek_Fighting2.jpg]" class="mycode_img" /><br />
<br />
Ancient Warfare demonstrates well the drift of a phalanx to its right as it advances to meet the enemy. Seen as a natural reaction of men as each tries to obtain maximum protection from his neighbor's shield held by the left arm the formation naturally moves slightly to the right.<br />
This battle will show why the Spartans were such feared fighters. The wedge was a difficult formation to hold but the disciplined Regulars of Sparta held it well.<br />
<br />
<img src="https://www.theblitz.club/uploads/users/f1cf001b6bGreek_Fighting3.jpg" loading="lazy"  alt="[Image: f1cf001b6bGreek_Fighting3.jpg]" class="mycode_img" /><br />
<br />
The Spartan wedge pushes the peltasts back in 1 turn of combat and can now turn on the flank of the Thracian phalanx. The problem is the Athenians on the other side of the battlefield are about to turn on the left flank of the Greek phalanx who are paying the penalty for no flank protection but some Light Cavalry seen fleeing from the field.<br />
<br />
The flanks are turned by both sides leaving the battle in the balance with the main phalanx in the center still pushing hard and casualties mounting.<br />
<br />
<img src="https://www.theblitz.club/uploads/users/800e9cd2a9Greek_Fighting4.jpg" loading="lazy"  alt="[Image: 800e9cd2a9Greek_Fighting4.jpg]" class="mycode_img" /><br />
<br />
Now the skill of the Spartans starts to take effect on the Theban phalanx left flank and the Athenians begin their attack on the rear of the Greek phalanx with devastating effect.<br />
<br />
<img src="https://www.theblitz.club/uploads/users/a87b12d62eGreek_Fighting5.jpg" loading="lazy"  alt="[Image: a87b12d62eGreek_Fighting5.jpg]" class="mycode_img" /><br />
<br />
On turn 6 the phalanx in the center collapses under the flank attack and by turn 7 the Spartans square off against the Athenians but exhaustion is setting in on the Athenian side and their army is liable to rout from the field.<br />
<br />
<img src="https://www.theblitz.club/uploads/users/9de322884cGreek_Fighting6.jpg" loading="lazy"  alt="[Image: 9de322884cGreek_Fighting6.jpg]" class="mycode_img" /><br />
<br />
The Spartan Greek allies and the opposing Thebans both flee the field leaving the Spartans to battle it out with the Athenians. This could end up a draw with heavy losses on both sides. The Athenian cavalry are chasing down the routing Greek hoplites (blue)<br />
<br />
<img src="https://www.theblitz.club/uploads/users/16ce58ccf3Greek_Fighting7.jpg" loading="lazy"  alt="[Image: 16ce58ccf3Greek_Fighting7.jpg]" class="mycode_img" /><br />
<br />
<img src="https://www.theblitz.club/uploads/users/256f8004aaGreek_Fighting8.jpg" loading="lazy"  alt="[Image: 256f8004aaGreek_Fighting8.jpg]" class="mycode_img" /><br />
<br />
The Spartans are in orange, the Athenians in white and the Thebans in pale green.  Spartan losses were 152 hoplites and the Athenians 202 hoplites but the Greek allies and Thebans suffered badly each with over 1500 dead most when their phalanx broke and ran.<br />
<br />
<img src="https://www.theblitz.club/uploads/users/e8f7f0bc9dGreek_Fighting9.jpg" loading="lazy"  alt="[Image: e8f7f0bc9dGreek_Fighting9.jpg]" class="mycode_img" />]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">Greeks Fighting – by Paul Bruffell</span><br />
<br />
In Greece in the 5th Century BC conflicts between City States was common and hoplite warfare was the name of the game. The dominant formation was the phalanx with multiple rows of soldiers each carrying the famous hoplon shield and an 8 ft long spear.<br />
<br />
<img src="https://www.theblitz.club/uploads/users/9584807251Greek_Fighting1.jpg" loading="lazy"  alt="[Image: 9584807251Greek_Fighting1.jpg]" class="mycode_img" /><br />
<br />
<img src="https://www.theblitz.club/uploads/users/61c536d70bGreek_Fighting2.jpg" loading="lazy"  alt="[Image: 61c536d70bGreek_Fighting2.jpg]" class="mycode_img" /><br />
<br />
Ancient Warfare demonstrates well the drift of a phalanx to its right as it advances to meet the enemy. Seen as a natural reaction of men as each tries to obtain maximum protection from his neighbor's shield held by the left arm the formation naturally moves slightly to the right.<br />
This battle will show why the Spartans were such feared fighters. The wedge was a difficult formation to hold but the disciplined Regulars of Sparta held it well.<br />
<br />
<img src="https://www.theblitz.club/uploads/users/f1cf001b6bGreek_Fighting3.jpg" loading="lazy"  alt="[Image: f1cf001b6bGreek_Fighting3.jpg]" class="mycode_img" /><br />
<br />
The Spartan wedge pushes the peltasts back in 1 turn of combat and can now turn on the flank of the Thracian phalanx. The problem is the Athenians on the other side of the battlefield are about to turn on the left flank of the Greek phalanx who are paying the penalty for no flank protection but some Light Cavalry seen fleeing from the field.<br />
<br />
The flanks are turned by both sides leaving the battle in the balance with the main phalanx in the center still pushing hard and casualties mounting.<br />
<br />
<img src="https://www.theblitz.club/uploads/users/800e9cd2a9Greek_Fighting4.jpg" loading="lazy"  alt="[Image: 800e9cd2a9Greek_Fighting4.jpg]" class="mycode_img" /><br />
<br />
Now the skill of the Spartans starts to take effect on the Theban phalanx left flank and the Athenians begin their attack on the rear of the Greek phalanx with devastating effect.<br />
<br />
<img src="https://www.theblitz.club/uploads/users/a87b12d62eGreek_Fighting5.jpg" loading="lazy"  alt="[Image: a87b12d62eGreek_Fighting5.jpg]" class="mycode_img" /><br />
<br />
On turn 6 the phalanx in the center collapses under the flank attack and by turn 7 the Spartans square off against the Athenians but exhaustion is setting in on the Athenian side and their army is liable to rout from the field.<br />
<br />
<img src="https://www.theblitz.club/uploads/users/9de322884cGreek_Fighting6.jpg" loading="lazy"  alt="[Image: 9de322884cGreek_Fighting6.jpg]" class="mycode_img" /><br />
<br />
The Spartan Greek allies and the opposing Thebans both flee the field leaving the Spartans to battle it out with the Athenians. This could end up a draw with heavy losses on both sides. The Athenian cavalry are chasing down the routing Greek hoplites (blue)<br />
<br />
<img src="https://www.theblitz.club/uploads/users/16ce58ccf3Greek_Fighting7.jpg" loading="lazy"  alt="[Image: 16ce58ccf3Greek_Fighting7.jpg]" class="mycode_img" /><br />
<br />
<img src="https://www.theblitz.club/uploads/users/256f8004aaGreek_Fighting8.jpg" loading="lazy"  alt="[Image: 256f8004aaGreek_Fighting8.jpg]" class="mycode_img" /><br />
<br />
The Spartans are in orange, the Athenians in white and the Thebans in pale green.  Spartan losses were 152 hoplites and the Athenians 202 hoplites but the Greek allies and Thebans suffered badly each with over 1500 dead most when their phalanx broke and ran.<br />
<br />
<img src="https://www.theblitz.club/uploads/users/e8f7f0bc9dGreek_Fighting9.jpg" loading="lazy"  alt="[Image: e8f7f0bc9dGreek_Fighting9.jpg]" class="mycode_img" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Lucius on Tactics Part 1, 2, & 3]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=65337</link>
			<pubDate>Mon, 25 Nov 2013 23:00:06 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=6407">Compass Rose</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=65337</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">Lucius on Tactics – by Paul Bruffell<br />
Part 1</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Use of Elephants</span><br />
<br />
Elephants are particularly vulnerable to enemy light infantry (LI) with javelins. To protect them it is recommended they are always surrounded and supported by your own LI missile units. Normally the elephants and LI are assigned as one group.<br />
<br />
Used in an Attacking manner - <br />
Elephants can assault large infantry formations and cause significant losses to such a body of men but this tends to be a suicide mission. Frontal assault on a Roman Legionary formation is more effective than one on a Macedonian Phalanx formation.<br />
<br />
If you have large numbers assign 8 per unit and place each unit adjacent to the other, no gaps, and charge the main enemy formation for maximum impact. If this is done, keep your other units well to the rear in case the elephants go on a rampage and turn towards your own line.<br />
<br />
Used in a Defensive manner -<br />
Personally I prefer to place my elephants on the flanks - to prevent enemy cavalry outflanking my main infantry body and circling to attack the army rear. Elephants disorganize cavalry units and prevent them from entering adjacent hexes. By stationing a few elephant units on the flanks you can neutralize the enemy’s attempt to win the flank with his cavalry. Similarly, placing an elephant group at the rear of your main body gives you a reserve that can hold off any enemy cavalry that may have won the flank battle.<br />
<br />
<img src="https://www.theblitz.club/uploads/users/aa20b7b88fElephant%20attack.jpg" loading="lazy"  alt="[Image: aa20b7b88fElephant%20attack.jpg]" class="mycode_img" /><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Lucius on Tactics<br />
Part 2</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">The best use of Gallic Light Chariots</span><br />
<br />
Light chariots are really skirmishing platforms. Ensure the chariot is armed with a javelin man or archer. If so, use the skirmishing command to keep one step away from your enemy and wear them down. The chariot is highly mobile in the flat open terrain and can tie down a large enemy unit. Continual missile fire will disrupt the enemy formation and make it susceptible to the main attack with your infantry.<br />
Always keep the chariot unit at strength 4 or less to ensure the ‘Over Stacking’ rule does not stop your movement.<br />
Chariots are no good against formed organized infantry units. However, if they come across undefended enemy light infantry then they can run them down.<br />
<br />
Keep the chariots away from enemy missile units as they can eliminate the chariots quickly. If chariots encounter enemy LI then issue the command to charge them immediately instead of trading missile fire.<br />
<br />
<br />
<img src="https://www.theblitz.club/uploads/users/e158343450Chariot%20Charge.jpg" loading="lazy"  alt="[Image: e158343450Chariot%20Charge.jpg]" class="mycode_img" /><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Lucius on Tactics<br />
Part 3</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Macedonian Phalangites</span><br />
<br />
As in history, the Macedonian phalanx in the game can be an awesome weapon. Unless faced by another formation of pike men, the experienced phalanx will literally run over the opposition.<br />
However, you need to be careful, the phalanx is very brittle and easily routes if attacked in the rear.<br />
To appreciate just how impressive the phalanx can be and how exposed it is to the rear, we will look at the combat modifiers in the game:-<br />
<br />
For a phalanx of pike men 256 men deep in one unit, the game allows the first 3 ranks to be in combat. This means 24 x 3 ranks = 72 men attacking with modifier –<br />
<br />
+1 if troops armed with pike with 8-12 ranks deep (that is with a unit strength of &gt;255 and &lt;385 )<br />
<br />
This would typically result in an enemy HI unit loosing 30 men in one turn.<br />
<br />
If a phalanx is hit in the rear by say a enemy HC unit, the combat modifier is –<br />
<br />
+3 if attacking the rear, right rear or left rear of a pike or long thrusting spear unit.<br />
<br />
This would typically result in a phalangite unit loosing 70 men in one turn.<br />
<br />
Losses such as this would result in the defensive unit routing after 1 or 2 turns.<br />
<br />
How do you get your unit to reach the rear of a phalanx. The most effective way is to pin it facing forward with an equally strong infantry force then loop round a mobile shock unit capable of charging in.<br />
<br />
A pike phalanx gains positive combat modifiers when increasing the number of men in a unit but the morale positive modifier of placing a friendly unit to the rear and sides of a unit is more favorable. Therefore I prefer to have 2 rows of units each of 256 pike men rather than a single row of 512 men per unit.<br />
<br />
<img src="https://www.theblitz.club/uploads/users/24b7686a08Elephant%20protective%20screen.jpg" loading="lazy"  alt="[Image: 24b7686a08Elephant%20protective%20screen.jpg]" class="mycode_img" />]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">Lucius on Tactics – by Paul Bruffell<br />
Part 1</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Use of Elephants</span><br />
<br />
Elephants are particularly vulnerable to enemy light infantry (LI) with javelins. To protect them it is recommended they are always surrounded and supported by your own LI missile units. Normally the elephants and LI are assigned as one group.<br />
<br />
Used in an Attacking manner - <br />
Elephants can assault large infantry formations and cause significant losses to such a body of men but this tends to be a suicide mission. Frontal assault on a Roman Legionary formation is more effective than one on a Macedonian Phalanx formation.<br />
<br />
If you have large numbers assign 8 per unit and place each unit adjacent to the other, no gaps, and charge the main enemy formation for maximum impact. If this is done, keep your other units well to the rear in case the elephants go on a rampage and turn towards your own line.<br />
<br />
Used in a Defensive manner -<br />
Personally I prefer to place my elephants on the flanks - to prevent enemy cavalry outflanking my main infantry body and circling to attack the army rear. Elephants disorganize cavalry units and prevent them from entering adjacent hexes. By stationing a few elephant units on the flanks you can neutralize the enemy’s attempt to win the flank with his cavalry. Similarly, placing an elephant group at the rear of your main body gives you a reserve that can hold off any enemy cavalry that may have won the flank battle.<br />
<br />
<img src="https://www.theblitz.club/uploads/users/aa20b7b88fElephant%20attack.jpg" loading="lazy"  alt="[Image: aa20b7b88fElephant%20attack.jpg]" class="mycode_img" /><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Lucius on Tactics<br />
Part 2</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">The best use of Gallic Light Chariots</span><br />
<br />
Light chariots are really skirmishing platforms. Ensure the chariot is armed with a javelin man or archer. If so, use the skirmishing command to keep one step away from your enemy and wear them down. The chariot is highly mobile in the flat open terrain and can tie down a large enemy unit. Continual missile fire will disrupt the enemy formation and make it susceptible to the main attack with your infantry.<br />
Always keep the chariot unit at strength 4 or less to ensure the ‘Over Stacking’ rule does not stop your movement.<br />
Chariots are no good against formed organized infantry units. However, if they come across undefended enemy light infantry then they can run them down.<br />
<br />
Keep the chariots away from enemy missile units as they can eliminate the chariots quickly. If chariots encounter enemy LI then issue the command to charge them immediately instead of trading missile fire.<br />
<br />
<br />
<img src="https://www.theblitz.club/uploads/users/e158343450Chariot%20Charge.jpg" loading="lazy"  alt="[Image: e158343450Chariot%20Charge.jpg]" class="mycode_img" /><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Lucius on Tactics<br />
Part 3</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Macedonian Phalangites</span><br />
<br />
As in history, the Macedonian phalanx in the game can be an awesome weapon. Unless faced by another formation of pike men, the experienced phalanx will literally run over the opposition.<br />
However, you need to be careful, the phalanx is very brittle and easily routes if attacked in the rear.<br />
To appreciate just how impressive the phalanx can be and how exposed it is to the rear, we will look at the combat modifiers in the game:-<br />
<br />
For a phalanx of pike men 256 men deep in one unit, the game allows the first 3 ranks to be in combat. This means 24 x 3 ranks = 72 men attacking with modifier –<br />
<br />
+1 if troops armed with pike with 8-12 ranks deep (that is with a unit strength of &gt;255 and &lt;385 )<br />
<br />
This would typically result in an enemy HI unit loosing 30 men in one turn.<br />
<br />
If a phalanx is hit in the rear by say a enemy HC unit, the combat modifier is –<br />
<br />
+3 if attacking the rear, right rear or left rear of a pike or long thrusting spear unit.<br />
<br />
This would typically result in a phalangite unit loosing 70 men in one turn.<br />
<br />
Losses such as this would result in the defensive unit routing after 1 or 2 turns.<br />
<br />
How do you get your unit to reach the rear of a phalanx. The most effective way is to pin it facing forward with an equally strong infantry force then loop round a mobile shock unit capable of charging in.<br />
<br />
A pike phalanx gains positive combat modifiers when increasing the number of men in a unit but the morale positive modifier of placing a friendly unit to the rear and sides of a unit is more favorable. Therefore I prefer to have 2 rows of units each of 256 pike men rather than a single row of 512 men per unit.<br />
<br />
<img src="https://www.theblitz.club/uploads/users/24b7686a08Elephant%20protective%20screen.jpg" loading="lazy"  alt="[Image: 24b7686a08Elephant%20protective%20screen.jpg]" class="mycode_img" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Punic Wars  Tactical Guide for Beginners]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=65338</link>
			<pubDate>Thu, 21 Nov 2013 13:54:31 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=6407">Compass Rose</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=65338</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">Punic Wars Tactical Guide for Beginners– by Paul Bruffell</span><br />
<br />
So you think you know how to win?<br />
<br />
If you come across an experienced player of Punic Wars your army could be destroyed before you realise what has happened. Described below is a quick introduction to tactics used by armies of the period. The game is based on the historical strengths and weaknesses of each type of soldier and therefore a player is more likely to win by applying tactics used in history.<br />
<br />
Tactical Hints:-<br />
-	Put skirmishers (Light, Light Medium Infantry) out in front of your main line of troops in order to diminish the effectiveness of enemy fire on your main line.<br />
-	Use elephants to disrupt cavalry units and prevent flanking attacks.<ul class="mycode_list"><li>Use Light Infantry with javelins to wear down enemy elephants.<br />
</li>
<li>Light Infantry in combat are more effective in non-open terrain such as woodlands.<br />
</li>
<li>Well armored troops need to keep to open terrain to avoid being disrupted.<br />
</li>
</ul>
-	Regular infantry with spear/sword:- Engage your opponents main strength with yours as fast as possible. Protect your flanks.<br />
-	Regulars with missile weapon:- Shoot as long as possible – avoid contact with the enemy. Seek high defensive positions and let the enemy come to you. Concentrate fire opportunities on one enemy unit where possible to break the enemy quickly before they make contact.<br />
-	Irregulars:- Strike with overwhelming numbers at a single point. Rely on your skirmishing troops to hold off the rest of the enemy until you have broke their line. Where possible attack on the flank of a unit<br />
-	Mass missile-firing units into large units for greatest effect.<br />
-	Light Cavalry – Use as skirmishers and pursuit of a broken enemy.<br />
-	Heavy Cavalry – Use for the main charge once skirmishers have weakened the enemy.<ul class="mycode_list"><li>Where possible choose an army, which has combined arms, not a large proportion of any one type.<br />
</li>
<li>Weaken the enemy with skirmishers then smash overwhelmingly into a single point on their line.<br />
</li>
<li>Aim to disrupt the enemy line – punch a hole in the middle then roll up a flank.<br />
</li>
<li>Regular Medium Cavalry and heavier should use wedge formation for attacks to maximize the number of men in combat.<br />
</li>
</ul>
]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">Punic Wars Tactical Guide for Beginners– by Paul Bruffell</span><br />
<br />
So you think you know how to win?<br />
<br />
If you come across an experienced player of Punic Wars your army could be destroyed before you realise what has happened. Described below is a quick introduction to tactics used by armies of the period. The game is based on the historical strengths and weaknesses of each type of soldier and therefore a player is more likely to win by applying tactics used in history.<br />
<br />
Tactical Hints:-<br />
-	Put skirmishers (Light, Light Medium Infantry) out in front of your main line of troops in order to diminish the effectiveness of enemy fire on your main line.<br />
-	Use elephants to disrupt cavalry units and prevent flanking attacks.<ul class="mycode_list"><li>Use Light Infantry with javelins to wear down enemy elephants.<br />
</li>
<li>Light Infantry in combat are more effective in non-open terrain such as woodlands.<br />
</li>
<li>Well armored troops need to keep to open terrain to avoid being disrupted.<br />
</li>
</ul>
-	Regular infantry with spear/sword:- Engage your opponents main strength with yours as fast as possible. Protect your flanks.<br />
-	Regulars with missile weapon:- Shoot as long as possible – avoid contact with the enemy. Seek high defensive positions and let the enemy come to you. Concentrate fire opportunities on one enemy unit where possible to break the enemy quickly before they make contact.<br />
-	Irregulars:- Strike with overwhelming numbers at a single point. Rely on your skirmishing troops to hold off the rest of the enemy until you have broke their line. Where possible attack on the flank of a unit<br />
-	Mass missile-firing units into large units for greatest effect.<br />
-	Light Cavalry – Use as skirmishers and pursuit of a broken enemy.<br />
-	Heavy Cavalry – Use for the main charge once skirmishers have weakened the enemy.<ul class="mycode_list"><li>Where possible choose an army, which has combined arms, not a large proportion of any one type.<br />
</li>
<li>Weaken the enemy with skirmishers then smash overwhelmingly into a single point on their line.<br />
</li>
<li>Aim to disrupt the enemy line – punch a hole in the middle then roll up a flank.<br />
</li>
<li>Regular Medium Cavalry and heavier should use wedge formation for attacks to maximize the number of men in combat.<br />
</li>
</ul>
]]></content:encoded>
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			<title><![CDATA[Combat in Ancient Warfare]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=65323</link>
			<pubDate>Mon, 18 Nov 2013 18:24:55 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=6407">Compass Rose</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=65323</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">Combat in Ancient Warfare– by Paul Bruffell</span><br />
<br />
I suspect many of you make the same mistakes I do when playing an Ancient Warfare battle. I see it time and time again when I play opponents. We are men of the 21st Century. When playing battles in our childhood we probably focused on WW2 or even more recent warfare. So it is difficult to make the mind change required to successfully conduct warfare associated with combat over 2,000 years ago.<br />
<br />
Here are 10 tips to remember –<br />
<br />
1 – For Medium and Heavy Infantry formations – Keep the Line, keep a solid continuous line of units in a straight line. This gives bonuses in morale tests, provides maximum frontage on combat and prevents enemy units getting in amongst your formation and attacking individual units in the flank. Keeping a solid Line is crucial for pike formations.<br />
<br />
2 – To achieve point 1 above, I usually have a second line of units directly behind who can move in to fill the gaps as they occur during a melee.<br />
<br />
3 – To provide protection from outflanking enemy movement or surprise attacks from the rear, I usually place a group of units to the rear of the main line. This group also provides morale test bonuses to a group to its front if within 5 hexes of that group. I tend to use a mobile cavalry group for this purpose to ensure it can respond quickly to any threat.<br />
<br />
4 – When moving an army forward you need to ensure the gaps between your groups are not more than 4 hexes. Anything larger than this and the enemy could penetrate through to your rear without a fight.<br />
<br />
5 – Place our best troops where you intend to attack or where you believe the enemy is going to attack if your role is more defensive. Ancient armies often routed when more than half the army still remained on the field but losses or fatigue had reached a high enough level to demoralise the rest of the army. Use your Veterans for the killer blow as they are more resilient and will fight on longer.<br />
<br />
6 – Try to avoid your units becoming isolated and susceptible to attack from the rear. Ancient warfare units do not fight all round like a Company of WW2 infantry. The units of ancient warfare form up pointing in one direction only. If attacked in the rear your losses will be very high.<br />
<br />
7 – Missile units are not like WW2 artillery. Only archers with the composite bow can fire overhead (indirect) and the range is short. Skirmishing is a crucial command required most of the time for Light Infantry with javelins or slings. If your Light Infantry are caught in the open against cavalry or heavy infantry your losses will be high. Protect your missile men with a unit of Medium or Heavy Infantry close to their rear. Ensure the combined stack strength does not exceed 100% then your rear infantry can charge through when the enemy is in range or the skirmishers can retire through your heavy infantry to safety.<br />
<br />
8 – Combined arms – This is the way you are more likely to win on the battlefield. Alexander the Great was the greatest exponent of the Combined Arms approach but it requires skill to manage a mixed army. Generally cavalry are placed on the wings for rapid movement, looking for the opportunity to outflank the main body of the opposing army and hit them in the rear. Light infantry / skirmishers are at the front of the army to run interference and weaken the enemy before the main bodies make contact.<br />
<br />
9 – Fatigue. Men in ancient warfare tire easily (fighting with sword and shield is exhausting work) and a formation can rout easily if not monitored. Keep an eye on the fatigue level. Once it goes over 40 you should look to take that unit out of combat and rest it. Once the fatigue is below 20 it is good to go in again. If you allow a unit to fight until it routs, the unit can loose many men from enemy action and simply by desertion. Getting a routed unit to recover and return to combat is very difficult to achieve. To release a unit in combat move in a stronger unit to the same hex and then pull out the exhausted unit.<br />
<br />
10 – Commanders are crucial to your army’s mobility and ability to respond to changing conditions. So, protect them. Do not leave them exposed out in front or near an enemy group without a support unit in the same hex. Keep checking your commander’s range of influence / orders to ensure no friendly unit becomes Fixed (without instructions).]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">Combat in Ancient Warfare– by Paul Bruffell</span><br />
<br />
I suspect many of you make the same mistakes I do when playing an Ancient Warfare battle. I see it time and time again when I play opponents. We are men of the 21st Century. When playing battles in our childhood we probably focused on WW2 or even more recent warfare. So it is difficult to make the mind change required to successfully conduct warfare associated with combat over 2,000 years ago.<br />
<br />
Here are 10 tips to remember –<br />
<br />
1 – For Medium and Heavy Infantry formations – Keep the Line, keep a solid continuous line of units in a straight line. This gives bonuses in morale tests, provides maximum frontage on combat and prevents enemy units getting in amongst your formation and attacking individual units in the flank. Keeping a solid Line is crucial for pike formations.<br />
<br />
2 – To achieve point 1 above, I usually have a second line of units directly behind who can move in to fill the gaps as they occur during a melee.<br />
<br />
3 – To provide protection from outflanking enemy movement or surprise attacks from the rear, I usually place a group of units to the rear of the main line. This group also provides morale test bonuses to a group to its front if within 5 hexes of that group. I tend to use a mobile cavalry group for this purpose to ensure it can respond quickly to any threat.<br />
<br />
4 – When moving an army forward you need to ensure the gaps between your groups are not more than 4 hexes. Anything larger than this and the enemy could penetrate through to your rear without a fight.<br />
<br />
5 – Place our best troops where you intend to attack or where you believe the enemy is going to attack if your role is more defensive. Ancient armies often routed when more than half the army still remained on the field but losses or fatigue had reached a high enough level to demoralise the rest of the army. Use your Veterans for the killer blow as they are more resilient and will fight on longer.<br />
<br />
6 – Try to avoid your units becoming isolated and susceptible to attack from the rear. Ancient warfare units do not fight all round like a Company of WW2 infantry. The units of ancient warfare form up pointing in one direction only. If attacked in the rear your losses will be very high.<br />
<br />
7 – Missile units are not like WW2 artillery. Only archers with the composite bow can fire overhead (indirect) and the range is short. Skirmishing is a crucial command required most of the time for Light Infantry with javelins or slings. If your Light Infantry are caught in the open against cavalry or heavy infantry your losses will be high. Protect your missile men with a unit of Medium or Heavy Infantry close to their rear. Ensure the combined stack strength does not exceed 100% then your rear infantry can charge through when the enemy is in range or the skirmishers can retire through your heavy infantry to safety.<br />
<br />
8 – Combined arms – This is the way you are more likely to win on the battlefield. Alexander the Great was the greatest exponent of the Combined Arms approach but it requires skill to manage a mixed army. Generally cavalry are placed on the wings for rapid movement, looking for the opportunity to outflank the main body of the opposing army and hit them in the rear. Light infantry / skirmishers are at the front of the army to run interference and weaken the enemy before the main bodies make contact.<br />
<br />
9 – Fatigue. Men in ancient warfare tire easily (fighting with sword and shield is exhausting work) and a formation can rout easily if not monitored. Keep an eye on the fatigue level. Once it goes over 40 you should look to take that unit out of combat and rest it. Once the fatigue is below 20 it is good to go in again. If you allow a unit to fight until it routs, the unit can loose many men from enemy action and simply by desertion. Getting a routed unit to recover and return to combat is very difficult to achieve. To release a unit in combat move in a stronger unit to the same hex and then pull out the exhausted unit.<br />
<br />
10 – Commanders are crucial to your army’s mobility and ability to respond to changing conditions. So, protect them. Do not leave them exposed out in front or near an enemy group without a support unit in the same hex. Keep checking your commander’s range of influence / orders to ensure no friendly unit becomes Fixed (without instructions).]]></content:encoded>
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			<title><![CDATA[The Use of Light Infantry]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=65322</link>
			<pubDate>Thu, 14 Nov 2013 13:58:53 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=6407">Compass Rose</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=65322</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">The Use of Light Infantry– by Paul Bruffell</span><br />
<br />
Light infantry should primarily be used to keep the enemy missile troops from your main infantry body and to harass the enemy main line. Missiles will weaken but will not destroy an enemy MI / HI unit. It is possible to create such losses to an enemy unit that their morale is shaken and they rout from the battlefield. However, it is unlikely the enemy will stand and receive missile fire sufficiently long without taking some counter measure such as the use of his cavalry.<br />
Light infantry are therefore first and foremost considered as skirmishers and missile troops. Light infantry without missiles are effectively useless and a liability as their loss will award victory points to your opponent. The only time you should consider moving your LI in to combat is to engage the enemy LI.<br />
The nemesis of the Light Infantryman is the enemy cavalry. If caught by MC or HC shock troops your LI can be eliminated within 2 turns. Good practice is therefore to provide support for your LI with either MI or HI or some cavalry of your own.<br />
Where the support comes from the MI or HI, please your missile troops just 2 hexes ahead of the heavier infantry. This allows your heavier infantry to charge through and protect them. If cavalry are the supporting group then ensure they can reach your LI within ¼ of their movement allowance again to protect them from oncoming enemy units. Remember your own units can not charge through your LI unless the combined stack level is 100% or below. An example is shown below where HI is providing the support.<br />
<br />
<img src="https://www.theblitz.club/uploads/users/f01c7e07f3Skirmishers.jpg" loading="lazy"  alt="[Image: f01c7e07f3Skirmishers.jpg]" class="mycode_img" /><br />
<br />
Skirmishing is the use of missiles on the move. LI with missiles can skirmish but use 30 action points for every volley fired. This means that you need to move no more than 60 action points if you are reserving sufficient points for volley fire. 60 action points is three clear hexes so this is the most they can move if you intend them to fire once the enemy come in to range. If the enemy unit(s) is already in range then use of the skirmishing command will result in the missile troops firing first before any movement.<br />
Foot archers can also fire overhead and therefore over intervening friendly forces. This overhead fire does reduce the archers range for the composite bow from 9 hexes to 6 hexes so it is usually necessary to place your archers directly behind your main line for overhead fire as seen below.<br />
<br />
<img src="https://www.theblitz.club/uploads/users/44fdd00c8fArchers_Overhead.jpg" loading="lazy"  alt="[Image: 44fdd00c8fArchers_Overhead.jpg]" class="mycode_img" /><br />
<br />
The other key role players often forget is LI are excellent scouts with rapid movement of 90 action points and low cost penalties for movement through Close terrain. These are your eyes in FOW and can quickly scout out previously unobserved areas. The tactical benefit of knowing your enemy position and composition far outweighs the possible loss of a few LI units.]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">The Use of Light Infantry– by Paul Bruffell</span><br />
<br />
Light infantry should primarily be used to keep the enemy missile troops from your main infantry body and to harass the enemy main line. Missiles will weaken but will not destroy an enemy MI / HI unit. It is possible to create such losses to an enemy unit that their morale is shaken and they rout from the battlefield. However, it is unlikely the enemy will stand and receive missile fire sufficiently long without taking some counter measure such as the use of his cavalry.<br />
Light infantry are therefore first and foremost considered as skirmishers and missile troops. Light infantry without missiles are effectively useless and a liability as their loss will award victory points to your opponent. The only time you should consider moving your LI in to combat is to engage the enemy LI.<br />
The nemesis of the Light Infantryman is the enemy cavalry. If caught by MC or HC shock troops your LI can be eliminated within 2 turns. Good practice is therefore to provide support for your LI with either MI or HI or some cavalry of your own.<br />
Where the support comes from the MI or HI, please your missile troops just 2 hexes ahead of the heavier infantry. This allows your heavier infantry to charge through and protect them. If cavalry are the supporting group then ensure they can reach your LI within ¼ of their movement allowance again to protect them from oncoming enemy units. Remember your own units can not charge through your LI unless the combined stack level is 100% or below. An example is shown below where HI is providing the support.<br />
<br />
<img src="https://www.theblitz.club/uploads/users/f01c7e07f3Skirmishers.jpg" loading="lazy"  alt="[Image: f01c7e07f3Skirmishers.jpg]" class="mycode_img" /><br />
<br />
Skirmishing is the use of missiles on the move. LI with missiles can skirmish but use 30 action points for every volley fired. This means that you need to move no more than 60 action points if you are reserving sufficient points for volley fire. 60 action points is three clear hexes so this is the most they can move if you intend them to fire once the enemy come in to range. If the enemy unit(s) is already in range then use of the skirmishing command will result in the missile troops firing first before any movement.<br />
Foot archers can also fire overhead and therefore over intervening friendly forces. This overhead fire does reduce the archers range for the composite bow from 9 hexes to 6 hexes so it is usually necessary to place your archers directly behind your main line for overhead fire as seen below.<br />
<br />
<img src="https://www.theblitz.club/uploads/users/44fdd00c8fArchers_Overhead.jpg" loading="lazy"  alt="[Image: 44fdd00c8fArchers_Overhead.jpg]" class="mycode_img" /><br />
<br />
The other key role players often forget is LI are excellent scouts with rapid movement of 90 action points and low cost penalties for movement through Close terrain. These are your eyes in FOW and can quickly scout out previously unobserved areas. The tactical benefit of knowing your enemy position and composition far outweighs the possible loss of a few LI units.]]></content:encoded>
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			<title><![CDATA[The Testudo]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=65327</link>
			<pubDate>Mon, 11 Nov 2013 13:18:58 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=6407">Compass Rose</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=65327</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">The Testudo– by Paul Bruffell</span><br />
<br />
This formation is most famously employed by the Roman Legionaries. Used by the Romans in both sieges and pitched battles to protect against missile fire; the testudo is portrayed on the Columns in Rome.<br />
<br />
<img src="https://www.theblitz.club/uploads/users/475ad68dcdTestudo_Picture.jpg" loading="lazy"  alt="[Image: 475ad68dcdTestudo_Picture.jpg]" class="mycode_img" /><br />
<br />
In the Ancient Warfare game, it is recommended the player forms testudo before the Legionaries are disrupted by missile fire and therefore before the Legionaries reach within 7 hexes of the enemy. The testudo is slow but effective against missile fire. Once the enemy main line is within 3 hexes, a player should look to change back to line or wedge formation before contact is made. In the testudo formation only the front rank can combat. A player should get his Legionaries in to combat as soon as possible as even the testudo is not immune to missile fire and losses will build up with time.<br />
The testudo option is only available in Gallic Wars as the formation was not recorded in use before that time. Below are the key points to note on use of the testudo -<br />
<br />
Only non-Militia Roman Legionaries can form a testudo.<br />
 <br />
Roman Legionary HI----	To testudo----½ initial  Action Point total.	 <br />
<br />
Basic movement cost of infantry is increased by 10 when in testudo. <br />
Units in Testudo can not charge.<br />
<br />
A Roman Legionary unit in testudo formation may not use the pilum only the sword.<br />
<br />
Number of troops eligible for combat:<br />
For infantry in Testudo formation the number of eligible ranks is 1.<br />
<br />
Combat modifiers –<br />
+1 if enemy is Roman legionaries in testudo formation but disrupted.<br />
<br />
Infantry testudo formation can not fire missiles.<br />
<br />
Missile Fire modifiers - <br />
If the target unit is Roman Legionaries in a testudo formation then the attack factor is reduced by 2.]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">The Testudo– by Paul Bruffell</span><br />
<br />
This formation is most famously employed by the Roman Legionaries. Used by the Romans in both sieges and pitched battles to protect against missile fire; the testudo is portrayed on the Columns in Rome.<br />
<br />
<img src="https://www.theblitz.club/uploads/users/475ad68dcdTestudo_Picture.jpg" loading="lazy"  alt="[Image: 475ad68dcdTestudo_Picture.jpg]" class="mycode_img" /><br />
<br />
In the Ancient Warfare game, it is recommended the player forms testudo before the Legionaries are disrupted by missile fire and therefore before the Legionaries reach within 7 hexes of the enemy. The testudo is slow but effective against missile fire. Once the enemy main line is within 3 hexes, a player should look to change back to line or wedge formation before contact is made. In the testudo formation only the front rank can combat. A player should get his Legionaries in to combat as soon as possible as even the testudo is not immune to missile fire and losses will build up with time.<br />
The testudo option is only available in Gallic Wars as the formation was not recorded in use before that time. Below are the key points to note on use of the testudo -<br />
<br />
Only non-Militia Roman Legionaries can form a testudo.<br />
 <br />
Roman Legionary HI----	To testudo----½ initial  Action Point total.	 <br />
<br />
Basic movement cost of infantry is increased by 10 when in testudo. <br />
Units in Testudo can not charge.<br />
<br />
A Roman Legionary unit in testudo formation may not use the pilum only the sword.<br />
<br />
Number of troops eligible for combat:<br />
For infantry in Testudo formation the number of eligible ranks is 1.<br />
<br />
Combat modifiers –<br />
+1 if enemy is Roman legionaries in testudo formation but disrupted.<br />
<br />
Infantry testudo formation can not fire missiles.<br />
<br />
Missile Fire modifiers - <br />
If the target unit is Roman Legionaries in a testudo formation then the attack factor is reduced by 2.]]></content:encoded>
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			<title><![CDATA[Roman Battle Tactics]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=65231</link>
			<pubDate>Mon, 04 Nov 2013 13:15:07 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=6407">Compass Rose</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=65231</guid>
			<description><![CDATA[<img src="https://www.theblitz.club/uploads/users/d570106eb1Roman%20Battle%20Tactics.jpg" loading="lazy"  alt="[Image: d570106eb1Roman%20Battle%20Tactics.jpg]" class="mycode_img" />]]></description>
			<content:encoded><![CDATA[<img src="https://www.theblitz.club/uploads/users/d570106eb1Roman%20Battle%20Tactics.jpg" loading="lazy"  alt="[Image: d570106eb1Roman%20Battle%20Tactics.jpg]" class="mycode_img" />]]></content:encoded>
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			<title><![CDATA[Morale in Ancient Warfare]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=65253</link>
			<pubDate>Fri, 01 Nov 2013 22:34:37 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=6407">Compass Rose</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=65253</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">Morale in Ancient Warfare– by Paul Bruffell</span><br />
<br />
-	or better known in the game as ‘Fatigue’.<br />
<br />
Morale is at the heart of ancient warfare. Battles are won and lost on the state of your army’s morale. You ignore the morale (battle fatigue) of your units at your peril.<br />
Just as in history, Ancient Warfare reflects the impact of battle fatigue on your troops.<br />
Typically scenarios in the game start with your troops fresh and eager for battle. Their battle fatigue is zero. When a unit’s fatigue raises to 70 the remaining men in the unit rout. Once a unit routs the unit’s formation disintegrates in to a fleeing rabble. Losses at this point can be seriously high from deserters and potentially those hacked down from behind by the chasing enemy. As one unit routs, the morale of other friendly unit’s begin to shake. Suddenly, units that appeared to have reasonably low fatigue start to rout. Once a unit routs, it is difficult to rally and reform especially if chased by an enemy unit.<br />
<br />
The impact of routing units and poor morale is so great on an army, a player, with Roman units, may wish to change his front line for fresh troops during combat to avoid a complete collapse of the front line units. Once retired, units can rest (no command) and reduce their fatigue. Carefully managed a player can refresh his troops and send them back in to battle fully recovered.<br />
In order for the unit to be eligible for fatigue recovery, the unit must not move, fire or be fired at, charge or be in a melee that turn. It must also not be building / destroying a bridge or creating a palisade wall.<br />
<br />
Basically there are 3 levels of fatigue – Low (no problem controlling units), Medium (disadvantage when in combat) and High (unit unlikely to respond to your commands, poor fighting ability, low kill rate on the opposition). A player can use the quick colour guide - click menu  – Display – Show Unit’s Fatigue Level to show that units are suffering from low, medium and high fatigue. This works both in 2D and 3D views.<br />
<br />
Battle fatigue (a combination of physical exhaustion and morale) occurs as the unit suffers losses –<br />
+1 for each casualty suffered<br />
And - <br />
+2 per quarter turn moved if units are charging.<br />
+2 per quarter turn moved if units are undertaking a ‘Forced March’.<br />
<br />
I suggest a player only does a forced march under extreme circumstances where the unit is urgently needed elsewhere.<br />
<br />
A unit automatically routs if its fatigue reaches 70 but it could also rout from a poor reaction test. Having adjacent friendly good morale units helps a unit’s reaction test.<br />
Similarly, having friendly unit’s routing nearby can create a poor reaction test.]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">Morale in Ancient Warfare– by Paul Bruffell</span><br />
<br />
-	or better known in the game as ‘Fatigue’.<br />
<br />
Morale is at the heart of ancient warfare. Battles are won and lost on the state of your army’s morale. You ignore the morale (battle fatigue) of your units at your peril.<br />
Just as in history, Ancient Warfare reflects the impact of battle fatigue on your troops.<br />
Typically scenarios in the game start with your troops fresh and eager for battle. Their battle fatigue is zero. When a unit’s fatigue raises to 70 the remaining men in the unit rout. Once a unit routs the unit’s formation disintegrates in to a fleeing rabble. Losses at this point can be seriously high from deserters and potentially those hacked down from behind by the chasing enemy. As one unit routs, the morale of other friendly unit’s begin to shake. Suddenly, units that appeared to have reasonably low fatigue start to rout. Once a unit routs, it is difficult to rally and reform especially if chased by an enemy unit.<br />
<br />
The impact of routing units and poor morale is so great on an army, a player, with Roman units, may wish to change his front line for fresh troops during combat to avoid a complete collapse of the front line units. Once retired, units can rest (no command) and reduce their fatigue. Carefully managed a player can refresh his troops and send them back in to battle fully recovered.<br />
In order for the unit to be eligible for fatigue recovery, the unit must not move, fire or be fired at, charge or be in a melee that turn. It must also not be building / destroying a bridge or creating a palisade wall.<br />
<br />
Basically there are 3 levels of fatigue – Low (no problem controlling units), Medium (disadvantage when in combat) and High (unit unlikely to respond to your commands, poor fighting ability, low kill rate on the opposition). A player can use the quick colour guide - click menu  – Display – Show Unit’s Fatigue Level to show that units are suffering from low, medium and high fatigue. This works both in 2D and 3D views.<br />
<br />
Battle fatigue (a combination of physical exhaustion and morale) occurs as the unit suffers losses –<br />
+1 for each casualty suffered<br />
And - <br />
+2 per quarter turn moved if units are charging.<br />
+2 per quarter turn moved if units are undertaking a ‘Forced March’.<br />
<br />
I suggest a player only does a forced march under extreme circumstances where the unit is urgently needed elsewhere.<br />
<br />
A unit automatically routs if its fatigue reaches 70 but it could also rout from a poor reaction test. Having adjacent friendly good morale units helps a unit’s reaction test.<br />
Similarly, having friendly unit’s routing nearby can create a poor reaction test.]]></content:encoded>
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			<title><![CDATA[The Roman Double Aces]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=65211</link>
			<pubDate>Mon, 28 Oct 2013 12:37:40 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=6407">Compass Rose</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=65211</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">The Roman Double Aces– by Paul Bruffell</span><br />
<br />
The double and triple line formation of Roman armies is well recorded and studied.  Caesar used the double aces on many famous battles. This article will take a small battle to demonstrate why the double line formation is so effective.<br />
As you can see in the set-up below, the Gallic tribal force is in one mass formation and the Roman force in two lines. The second line will act as a morale booster when the game is undertaking morale checks during combat. The second Roman line also allows transfer of troops in and out of the front line. These are key elements of the game reflecting Roman army practices.<br />
<br />
<img src="https://www.theblitz.club/uploads/users/41367ef591double_line_example.jpg" loading="lazy"  alt="[Image: 41367ef591double_line_example.jpg]" class="mycode_img" /><br />
<br />
The second line also allows the Roman force to respond to possible flank attacks given the highly trained and maneuverable Legionary units.<br />
<br />
Below are 2 forces of similar points value – just over 1200 points each<br />
<br />
<img src="https://www.theblitz.club/uploads/users/8bdeb1f47adouble_line_example2.jpg" loading="lazy"  alt="[Image: 8bdeb1f47adouble_line_example2.jpg]" class="mycode_img" /><br />
<br />
The Roman front line throws their pilum and charges in to meet the on-rushing Gauls. The second line is held in reserve. Very quickly the Roman skill and discipline begin to tell and Gallic casualties begin to mount. Soon the Gauls are committing their noble heavy infantry and attempting to swarm round the Roman left flank. The Roman second line is ready and dispatches two units to protect the front line flank.<br />
<img src="https://www.theblitz.club/uploads/users/6abdf0d577In%20to%20action.jpg" loading="lazy"  alt="[Image: 6abdf0d577In%20to%20action.jpg]" class="mycode_img" /><br />
<br />
As the battle wages and soldiers and warriors become equally exhausted, the Roman rear two units of the second line move in to replace tired units at the front line. New fresh troops quickly get the upper hand and smash the Gallic left. This is often too much for the fickle Gauls and they retreat leaving the battlefield to the Romans.<br />
<br />
<img src="https://www.theblitz.club/uploads/users/40643940a8Second%20line%20commits.jpg" loading="lazy"  alt="[Image: 40643940a8Second%20line%20commits.jpg]" class="mycode_img" />]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">The Roman Double Aces– by Paul Bruffell</span><br />
<br />
The double and triple line formation of Roman armies is well recorded and studied.  Caesar used the double aces on many famous battles. This article will take a small battle to demonstrate why the double line formation is so effective.<br />
As you can see in the set-up below, the Gallic tribal force is in one mass formation and the Roman force in two lines. The second line will act as a morale booster when the game is undertaking morale checks during combat. The second Roman line also allows transfer of troops in and out of the front line. These are key elements of the game reflecting Roman army practices.<br />
<br />
<img src="https://www.theblitz.club/uploads/users/41367ef591double_line_example.jpg" loading="lazy"  alt="[Image: 41367ef591double_line_example.jpg]" class="mycode_img" /><br />
<br />
The second line also allows the Roman force to respond to possible flank attacks given the highly trained and maneuverable Legionary units.<br />
<br />
Below are 2 forces of similar points value – just over 1200 points each<br />
<br />
<img src="https://www.theblitz.club/uploads/users/8bdeb1f47adouble_line_example2.jpg" loading="lazy"  alt="[Image: 8bdeb1f47adouble_line_example2.jpg]" class="mycode_img" /><br />
<br />
The Roman front line throws their pilum and charges in to meet the on-rushing Gauls. The second line is held in reserve. Very quickly the Roman skill and discipline begin to tell and Gallic casualties begin to mount. Soon the Gauls are committing their noble heavy infantry and attempting to swarm round the Roman left flank. The Roman second line is ready and dispatches two units to protect the front line flank.<br />
<img src="https://www.theblitz.club/uploads/users/6abdf0d577In%20to%20action.jpg" loading="lazy"  alt="[Image: 6abdf0d577In%20to%20action.jpg]" class="mycode_img" /><br />
<br />
As the battle wages and soldiers and warriors become equally exhausted, the Roman rear two units of the second line move in to replace tired units at the front line. New fresh troops quickly get the upper hand and smash the Gallic left. This is often too much for the fickle Gauls and they retreat leaving the battlefield to the Romans.<br />
<br />
<img src="https://www.theblitz.club/uploads/users/40643940a8Second%20line%20commits.jpg" loading="lazy"  alt="[Image: 40643940a8Second%20line%20commits.jpg]" class="mycode_img" />]]></content:encoded>
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			<title><![CDATA[The Classic Cavalry Charge]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=65196</link>
			<pubDate>Sat, 26 Oct 2013 02:16:39 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=6407">Compass Rose</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=65196</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">The Classic Cavalry Charge– by Paul Bruffell</span><br />
<br />
The effective use of shock heavy cavalry can be devastating for the defender. But how do you use such cavalry effectively?<br />
These heavy cavalry are no match for massed ranks of steadfast reliable infantry with spears. To be effective they need to hit the enemy in the flank or preferably in the rear.<br />
<br />
Below is a screenshot of Alexander’s household cavalry charging in to the rear of a Persian infantry block. In two turns the Regular Persian spearmen were routed with enormous losses. When you look at the combat modifiers it is easy to appreciate why they are so effective –<br />
The Elite HC in Wedge formation gain the following positive modifiers –<br />
<ol type="1" class="mycode_list"><li>+1 if attacking the rear, right rear or left rear of a non-pike / non-long thrusting spear unit.<br />
</li>
<li>+1 if unit is ‘Elite’<br />
</li>
<li>+1 if a non-militia, non-levy unit is charging in to contact. <br />
</li>
<li>+2 if charging in or subject to uncontrolled advance to the rear of a unit. <br />
</li>
<li>+2 if Heavy Cavalry charging in to contact.<br />
</li>
</ol>
<br />
A total of +7 for an attacking unit can easily cause losses of over 50 men in one turn.<br />
<br />
<img src="https://www.theblitz.club/uploads/users/ab074609b1Companion%20Cavalry%20Charge.jpg" loading="lazy"  alt="[Image: ab074609b1Companion%20Cavalry%20Charge.jpg]" class="mycode_img" /><br />
<br />
<img src="https://www.theblitz.club/uploads/users/011f55390eShock_Cavalry.jpg" loading="lazy"  alt="[Image: 011f55390eShock_Cavalry.jpg]" class="mycode_img" /><br />
<br />
So why were those Persian infantry facing the other way? Look again at that screenshot and you will see a Macedonian phalanx facing them. This pins down the Persians and prevents them from turning to face the rapid envelopment from Alexander’s cavalry.]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">The Classic Cavalry Charge– by Paul Bruffell</span><br />
<br />
The effective use of shock heavy cavalry can be devastating for the defender. But how do you use such cavalry effectively?<br />
These heavy cavalry are no match for massed ranks of steadfast reliable infantry with spears. To be effective they need to hit the enemy in the flank or preferably in the rear.<br />
<br />
Below is a screenshot of Alexander’s household cavalry charging in to the rear of a Persian infantry block. In two turns the Regular Persian spearmen were routed with enormous losses. When you look at the combat modifiers it is easy to appreciate why they are so effective –<br />
The Elite HC in Wedge formation gain the following positive modifiers –<br />
<ol type="1" class="mycode_list"><li>+1 if attacking the rear, right rear or left rear of a non-pike / non-long thrusting spear unit.<br />
</li>
<li>+1 if unit is ‘Elite’<br />
</li>
<li>+1 if a non-militia, non-levy unit is charging in to contact. <br />
</li>
<li>+2 if charging in or subject to uncontrolled advance to the rear of a unit. <br />
</li>
<li>+2 if Heavy Cavalry charging in to contact.<br />
</li>
</ol>
<br />
A total of +7 for an attacking unit can easily cause losses of over 50 men in one turn.<br />
<br />
<img src="https://www.theblitz.club/uploads/users/ab074609b1Companion%20Cavalry%20Charge.jpg" loading="lazy"  alt="[Image: ab074609b1Companion%20Cavalry%20Charge.jpg]" class="mycode_img" /><br />
<br />
<img src="https://www.theblitz.club/uploads/users/011f55390eShock_Cavalry.jpg" loading="lazy"  alt="[Image: 011f55390eShock_Cavalry.jpg]" class="mycode_img" /><br />
<br />
So why were those Persian infantry facing the other way? Look again at that screenshot and you will see a Macedonian phalanx facing them. This pins down the Persians and prevents them from turning to face the rapid envelopment from Alexander’s cavalry.]]></content:encoded>
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