Showing posts with label Age of Hannibal. Show all posts
Showing posts with label Age of Hannibal. Show all posts

Saturday, 21 June 2025

Age of Hannibal - Messana 264BC

 'Age of Hannibal' by the guys over at Little Wars TV is a superb game!

I am no ancients expert - indeed, my excitement over ancients is most succinctly exemplified by violent dudes and luscious ladies in the early 00s 'Spartacus' show, and bad experiences with 5th edition WRG and DBA. Anyway - these rules are superb.


I get that an ancients 'expert' will be all over rules mechanisms from WRG 5th and 6th through DBA then DBM etc etc etc...and to the evolution of javelin and kontos and points values of same, as i either fall asleep or drink their wine... 

I could argue that ancients 5th ed WRG was what got me into wargaming in 1980, and similarly what pushed me into other periods VERY quickly because of its lack of cohesion and the actual lack of anything which could be considered enjoyment...however, I digress.

 These rules incorporate a number of design mechanisms from years gone by - that said, they incorporate the Chipco mechanisms from the rules of the same name in the 90s / 00s.

  • The morale clock (a d10 as indicator) counts down as your army takes hits over the opponent and vs a threshold number - meaning that units will start to degrade faster, and you will have to assign morale 'hits' as same degrades. Keeping on top of your opponent's actions re. the morale clock is the name of the game, whilst fighting for tactical advantage.
  • Combat is beautifully simple (d8s plus mod-  beat for DMZ marker or double etc.), and thereby devastatingly final - command is what you  have to think about.
  • The morale clock, as it works downward. thereby controls the number of units you can move - unless you remain cohesive - and in command; combat and hits and general movement and your opponent want to prevent same. 
  • Units, based on troop type, also therefore have 'traits' that affect combat, morale, movement through others, rallying etc. It all works well - the main thing being that until you get the hang of your army, there's a lot to forget - show me a set of rules where that does not happen, and this improves with experience of the mechanisms and rules. 
This scenario has one problem however: the allies, Greeks and Carthaginians hate each other, but have decided today to fight their common enemy - the Romans (it's like MSNBC and ABC clubbed together to fight Fox News...but with less violence...).

I played the allies - and my daughter, having taken an interest in ancient history recently - would take the Glory of (early) Rome.

The game is very straightforward - and can be hacked for many ancient/medieval periods with ease. Worth consideration is an R.E.Howard based Hyboria campaign with it. that would be epic, and align with Tony Bath's excellent work in the 1960s in his legendary Hyboria campaign I think...   

The setup for Messana - Hanno with Carthaginians who have deserted the city at top left, Romans outside the city of Messana with enemies on flanks, and Hiero II with the Syracusan army, who have taken a break from bullying the Carthaginians, to fight a common enemy, at bottom right...

The might of Rome (and HAT 20mm plastic, and Airfix 1970s fort, and polystyrene covered in polyfilla...)

Greeks - famous for moral philosophy, democracy, and kebabs.

Appius Claudius finishes his apple

The Greek / Syracusan lines

Early attacks across the river

The Roman reserve

My opponent's nails done this morning - I have been asked to let the internet see this superb nail art...

...if 5 DMZ (demoralizations) or kills happen in the turn (bar skirmishers), then someone will lose on the morale clock - so those 'hits' have to be managed

Carthaginian troops stay silent - for now

Romans cross the river - the reserve and a foray face the Carthaginian forces

First hits on the Carthaginians


Heavy fighting with the skirmishers and Hoplites...


The new nails - and the attack against the Carthaginian elements

Hoplites under pressure...

Romans start to get the better of the Hoplites, who have ...let's say, questionable loyalty to the cause...

...though Carthaginians do not give up easily

The Hoplites are losing steadily...

...though cavalry actions on the flank persist

The Roman reserve - decides that it will take on the Carthaginian force...

...as the Greeks are beaten

...the end of the Syracusan/Greek element

The Roman reserve closes

The Final Battle

In the end, the Romans would defeat the disparate Carthaginian/Syracuse force, which could never seem to consolidate its efforts.

A truly great set of rules; simple, but not simplistic, without all the bullshit which would otherwise convert a game into an exercise in rampant futility. recommended. Game designers who do not want to make money from hardback books full of crap, but who give a shit about how the game plays, could learn a lot from these rules and scenarios.


Saturday, 21 September 2019

Age of Hannibal (with 20mm Plastics)

A quick battle using 'Age of Hannibal' which has been designed by Greg from Little Wars TV. It is in turn based on some of the Chipco rules from a few years ago (of which 'Day of Knights' also looks very promising and 'Fantasy Rules 2' is also available).



Simple but not simplistic, with a lot of drama, the set has great scope, particularly so if you are not an ancients expert and really just want a game rather than a complete historical re-enactment in this period.

Takeaways are:
  • The Morale Clock is adjusted each 1/2 turn on the basis of which side came off worst in the round. As this goes down, it impacts army morale.  A neat way to make this happen.
  • Unit combats are d10 vs d10 with mods and some flanking actions - which keeps things rapid. Morale chits or complete removal of individual units ensue, but morale can be rallied back.
  • As the army clock grinds down you (1) move less 'independent' units and (2) take more morale hits and (3) armies begin to melt away...
  • The effect is to disperse grandiose linear formations and put holes in all the wrong places, which reminds me of watching battle scenes in Rome or Spartacus. Not being an ancients aficionado, this was exactly what I wanted to see.
  • Swift, powerful and great gaming - always a plus.
  • A turn sequence based on rally/shoot/ move & charge / fight - works very well.
  • A scenario book is available.
I used some of my poorly (rapidly) painted 20mm plastics kit. I now have the excuse to base them all in universal fashion and use them for all sorts of historical and quasi-historical stuff using these rules (and the other Chipco sets quoted above) as a basis. The battle was simply based on what I had available that was painted.

 Nice linear formations (not for long)

Velites await the advance


 Some well defended high ground, which would decide the battle.

Roman Medium cavalry charges the impetuous celts before they get their charge bonus - this fight lasts all game on the Roman left.

A changeable focus on the Roman left, as units go down fighting.

Advancing Carthaginian line.


Some African veterans form the centre, but would not fare well today.


Carthagininas hit the high ground on the Roman right, but this would decide most of teh battle through extreme losses. 

 There are options to attach generals, which would have helped, but we are still learning.

Charges repulsed, most of the Carthaginian army was melting away...


 A very nice set of rules. We didn't have enough units to do it full justice today, but very easy to pick-up with some grander elements to master behind the simple mechanics. I love it...

Today's musical interlude. This was almost a youtube presentation based upon rebel physics and hacking reality, but then i thought ...nahhhh... Do not watch if you are of a nervous disposition . You have been warned!!!