Polemos SPQR Review
Polemos SPQR is a set of rules which
covers the battles of the Late Roman Republic and the Early Imperial
Roman periods. There is much in common with other sets in the
Polemos series, as well as some differences.
The first part of the rules deals with
unit types and basing. The rules use the Polemos standard base of
60mm x 30mm, but the rules do explain that pretty much anything will
work as long as the two-sides are based the same. A base of infantry
represents about 400-500men, so a Roman Legion will be represented by
10 bases or so.
The command and control mechanic of the
game is based around tempo points. In essence, these are similar to
PIPs in the DB-x sets of rules, except that they are also used to bid
for 'the tempo'. The player with the tempo will move first in a
turn, and will be able to achieve more with each tempo point than the
player who lost the tempo.
All groups of units have general
orders – Advance, Hold or Skirmish – and tempo points are used
to move from one order to another. This removes one of the
objections that have been made towards other PIP-based games, that
units have to be made to move every turn. The costs to change these
orders have been calibrated so that regular troops are more
controllable than irregular ones, and that narrow formations are
easier to control than wider ones. Irregular troops in long lines
are almost uncontrollable in this game. Manoeuvre is pretty difficult, complex manoeuvres are near impossible.
The mechanics for movement are fairly
straightforward but pretty tough. Bases can about face, but all
wheeling has to be done on a static pivot. This makes flank attacks
very difficult to avoid or meet, troops literally have to fight their
way out of it. Interpenetration is quite restricted too, so it pays
for everything to be in 'relatively' ordered blocks to allow for
passage of lines.
As in the ECW rules by the same author,
charging is considered a type of ranged combat with effects separate
from any actual melee. To me, it reminds me of an old WRG style
reaction test, but using the same mechanics as ranged combat (if that
makes sense!). If you move into charge range, you have to charge, which is an unusual touch.
All combat is worked out as an opposed
die-roll. Each side gets a numerical factor reflecting the troop
type and basic situation (e.g. Chariots attacking mounted get a '4',
Pike attacking foot get a '2', and so on), add 1D6 and then add or
subtract appropriate modifiers. There are quite a few, but only a
few will ever apply to any particular combat and you memorize them
pretty quickly, however although I don't mind using a list of factors, I know that some find such lists off-putting. All the factors and modifiers seem reasonable to my
inexpert eye. There is lots of slogging, but I have been subject to
a couple of truly shattering charges when caught in the wrong
formation, as routing units will 'burst through' units they cannot
inter-penetrate, causing them to rout in their turn too. I have lost
half a legion in a few moments this way...
As in other Polemos rulesets,
casualties are not tracked per se, degradation of troop
effectiveness is described in terms of 'shaken points', reflecting
increased disorder. This can be rallied back so units can regain
their effectiveness. Broken units however cannot be rallied.
Morale other than that incorporated
into combat results is taken at the Army level. As more and more
bases are lost, morale will drop from Confident through Optimistic,
Hopeful, Pessimistic, Hopeless to a general Rout. Each stage has
certain negative effects and/or restrictions. Interestingly, as
there is a random element in each test, army morale can actually
fluctuate upwards as well as down. There is no intermediate morale
stage between that of the base and that of the entire Army – a
Legion, or 'host' or whatever.
I felt that overall this set is better
than the WSS and Napoleonic rules in terms of explaining how the
mechanics work and there are good diagrams and examples to back up
the rules. The author has been very helpful in explaining any
points on the Yahoo! Group
http://games.groups.yahoo.com/group/polemos/
or on his blog http://ancientrules.blogspot.co.uk/
.
In addition to the main rules, there
are sections dealing with terrain, including a terrain generation
system,and some notes on hill forts and marching forts. As ever,
there is no points system in this set of Polemos rules, the author
instead preferring to use an army generator. Usefully, there is a
set stereotyped army of about 20-bases strength for each of the
factions covered, including Romans, Germans, Gauls, Parthians,
British, Numidians, Sarmatians, Dacians, Spanish and a Pontic Army.
The author includes a description of each army as well, to
justify his choices for the army generator.
There are two scenarios included in the
book: the Battle of Charonea and the Battle of Mons Graupius. Each
scenario has three different variants – Small, Medium and Large.
The small games are designed for armies of approximately 20 bases
each played on a board of 54cmx 36cm (if using the standard basing)
so they are very suitable for a newcomer. I've played Mons Graupius
and achieved a more-or-less historical result in about ninety minutes
of play.
I find all the Polemos rules very amenable to solo play, as the tempo bidding mechanic provides the inbuilt variability and chaos I find make a good solitaire game. There have been discussions on the Yahoo! group as to the various methods of using tempo points as the basis for good solo games.
As a fan of other rules using the
Polemos system, I expected to like these rules and I haven't been
disappointed. The touches that differentiate it from the other
rulesets all seem well-judged to create a very different game despite
the overall structure being similar. The history seems to me
accurate to the low-level of my knowledge, and the author does
provide citations for his conclusions. I've played a few games
face-to-face and solo now, and they have all worked well, giving me
at least some of that elusive period feel and all the games have had
plausible, historical outcomes.
Thanks for this, I got them when they first came out and have been very tempted to play them. This bumps them up the list of rules to play. It is also nice to know they go well solo, as that is how I will likely get to play them.
ReplyDeleteNo worries at all. At some point I'll try and get a battle report written for them too.
ReplyDeleteThis was an excellent overview, thanks, which I am coming to late after your recent game.
ReplyDeleteRegards, James
Thanks James, I appreciate it.
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