Friday, February 14, 2025

A Pair of 

Parthian Puzzles






Background & Development

On page 41 of the May 1995 issue (Number 179) of Slingshot, The Journal of the Society of Ancients, in a one-page piece titled “The Editor’s Hobby-Horse,” a fellow by the name of Michael C. Grant brought interested as well as casual readers up to date when he related the following:


In 1993 Matt Pickard sent in the details of a campaign involving Parthia, Seleucia 

and neighbouring countries. The point of interest to me was that when it came to 

battle, using the 6th Ed. WRG rules as it happened, over a period of time the 

Parthians confronted the Seleucids on seven separate occasions AND ALWAYS 

THRASHED THEM. 


Michael extended an invitation to the readership “to set up one or two of these battles, to re-play them using any rules you wish, and to report the result in brief with a minimum of explanatory notes.” The gentleman (in the Editor’s curule chair for issues 167 to 181, then moving to the role of Secretary) provided additional details and a diagram so that interested individuals or groups could stage the original scenario “played on an 8 x 4 ft table of featureless terrain, with 15mm figures.” Roughly half of page 41 was dedicated to an ‘orders of battle text box,’ which contained map symbol identifiers as well as a description of the opposing forces in the specific languages of WRG 6th Ed. and DBM. The accompanying diagram (quite small but understandable) was introduced with the following instructions: “Please start with a deployment as close as you can to the map, because this is as the Parthians found the Seleucids in the first battle of the campaign.” 


Four individuals responded to the open if somewhat late in being delivered invitation, and provided five summary reports - published in the July, September, and November issues - of refights played with several different sets of rules. Professor Philip Sabin was the first to pick up this figurative gauntlet gently thrown down by Editor Grant. The noted academic used the PHALANX rules to “play a simple solo scenario which featured 10 units of Parthians and 9 of Seleucids,” and was witness to bloody Parthian victory. Justin Taylor was next, providing two brief reports of contests played with the Alea Iacta Est rules. The Parthians notched two more wins, with the second game using free deployment. Justin noted that, “the Parthians have the advantage of mobility and massive firepower.” A fellow by the name of Kenneth Clark provided the editor and interested readers with the longest summary report - thus going against the request for “brevity” - wherein the Parthians won the field and day yet again, this time with the participants using WARGAME RULES FOR ANCIENT AND DARK AGE PERIODS. In Kenneth’s refight, the Parthians did not have the numerical/points advantage as they did in the original scenario. (Note: With 6th Ed. WRG, they had 25 percent more points; the diagram showed 21 Parthian units versus 15 Seleucid units.) It was further remarked that, “the lack of terrain was a decisive factor, as it permitted the Parthians to stretch the Seleucid line and then attack its weaker points.” Carl Luxford was the last person to ‘rsvp’ and/or take his turn on the Editor’s figurative hobby-horse. He reported to interested readers the results of a refight using MODIFIED DBA RULES. In the second longest summary and another “near run thing,” the Parthians emerged winners, extending their overall record, counting the seven victories reported by Matt, to a very impressive 12-0. I should add that the prolific and respected Jim Webster also weighed in on the topic, though he provided more of a ‘how I play Seleucids’ or suggestions on how to play them when using DBM as opposed to a summary account of a tabletop refight. 


In his brief commentary about the original submission and the handful of reports, Michael surmised that the Parthian string of successful actions was likely due to “their superiority in numbers or the fact that the Seleucids were caught unawares.” 

___________________________________


Three decades after this figurative invitation to a “Parthian-themed party” was published, I thought (as well as hoped) it might be engaging and entertaining to revisit as well as revise the original premise. [Full disclosure: This project actually marks my second return to “The Editor’s Hobby-Horse.” Please see the first ‘based loosely on’ report at https://nopaintingrequired.blogspot.com/search/label/Parthians%20Aplenty, which was posted on 05 February in 2023.] Anyway, with regard to the look of my tabletop, it would be as featureless as described. However, closer examination of the original map indicated that there was a small or medium-sized hill in the approximate center of the table. Well, perhaps a little closer to the Seleucid deployment zone(s). In terms of army strength, I would maintain or try to maintain the Parthian advantage. Instead of forcing each side to adhere to the original deployments (there could be a lengthy and well-accepted paper written about what is wrong with the positions of the Seleucid formations in the original contest), I imitated Justin Taylor’s second battle and allowed both sides to deploy as they desired - within the general parameters of the rules of course. Initially, I toyed with the idea of refighting this initial battle of Matt Pickard’s 1993 campaign with six or seven different sets of rules as I thought the exploration of Parthian horse archers and their ability to engage from a fair distance or closer in might be a nice companion piece to my last post about Classical Indian Archery, but reality conspired with limited resources to intervene. (Common sense also participated as a strong if also ‘silent partner.’) After further deliberation, it was decided that two solo scenarios of this Parthians versus Seleucids struggle would be staged. 


The Armati “Jigsaw” of approximately 70 Pieces 

Choosing from the rather limited but fairly historical options available in the Parthian list found on Page M of the ARMATI 2nd Edition rulebook, I prepared a comparatively large 15mm scale army by referencing the guidelines provided under ‘Bonus Unit Procedures’ on page 34. I would start with a core force of 10 units of Light Cavalry, ‘key’ and armed with bows, obviously, as well as 4 units of Cataphracts, also ‘key’ but armed with lances. With 200 points to spend on Bonus Units, I assigned 2 points to upgrade a unit of Light Cavalry and a unit of Cataphracts to veterans, thereby increasing their respective unit breakpoints to 3 and 4. (In doubling the army’s size, I was permitted to field 2 units of veterans instead of just 1.) With the remaining 198 points, I purchased the maximum numbers of ‘key’ Camel units, 2, and 6 more units of Cataphracts so that I would have some additional ‘punching power.’ An impressive collection of 15 more Light Cavalry units were purchased with the left over points. I briefly considered buying a single unit of Skirmishers or even classifying another unit of as veterans, but decided to leave the unused points alone. With regard to command and control, I would have 4 heavy divisions for the 10 units of Cataphracts and 2 units of Camels, and 12 light divisions for 25 units of Light Cavalry. The calculated breakpoint of this army was 14 ‘key’ units. 


Turning to Page J in the Age of Empires section of the attached catalog, I drafted a smaller army from the Later Seleucid list. My core force would contain: 2 ‘key’ units of Argyraspides (PH - phalanx); 4 ‘key’ units of Heavy Infantry (PH); 4 units of Peltasts (Light Infantry); 2 units of bow-armed Skirmishers, and 2 ‘key’ units of Cataphracts armed with lances. In sharp contrast to the Parthians, my Bonus Unit allowance for this army was 150 points. Starting at the bottom of the extended list, I chose and paid for the following: 1 unit of Scythed Chariots; 2 Elephants (‘key’); 1 unit of bow-armed Light Cavalry; 3 units of Light Cavalry; 1 unit of Camels (‘key’); 2 units of Heavy Cavalry (‘key’); 2 units of spear-armed Heavy Cavalry (‘key’); 2 units of Galatians (‘key’); 1 unit of Light-Heavy Infantry (i.e., Thorakitai); 3 units of Skirmishers (javelins), and 1 more ‘key’ unit of Heavy Infantry (PH). With the 3 points left, 2 were spent on making a unit of Argyraspides and a unit of Heavy Cavalry (with spears) veterans. Looking at command and control for this eclectic force, there would be 6 heavy divisions and 8 light divisions. The army breakpoint was determined to be the loss of 9 ‘key’ units, so about two-thirds of the Parthians’ morale tipping point. 


Mapping the Contest





Appreciating that some readers - very likely a majority - may be left wanting more of a photo-heavy or photo-supported report and resigned (for a number of decades now) to the fact that I have been unable to, or have simply chosen not to provide such ‘tasty fare,’ I thought I might direct that hungry group to the following blog post where their appetite for traditional historical miniature wargaming might be sated: https://caliban-somewhen.blogspot.com/2014/08/second-outing-for-parthians.html.   


Remarks

With 25 units of Light Cavalry armed with bows, and with a lot of luck as well as good positioning, the Parthians could have inflicted 25 ‘kills’ against targeted enemy units in each turn of this engagement. Well, once they were in range. This significantly low-probability string of successful volleys would only require the Parthian Horse Archers to roll better than the Seleucid units did (accepting the addition of the targeted unit’s protection factor). If all of the targets selected had been enemy Heavy Infantry, units with 4 break points, then 25 ‘kills’ would have destroyed half a dozen units and likely severely discouraged if not depressed the Seleucid general as a result. (Such effective fire would also have made for a very short wargame.) However, in trying to make use of the advantages of Light Cavalry with bows as depicted under the ARMATI rules, I was not able to coordinate the numerous formations of Parthians so that I could concentrate their arrow volleys. Even if I had managed this, I would have been subject to the ‘dice gods’ which, as related or intimated in the captions above, did not ‘look down with favor’ on my efforts. It seems safe to suggest that I have much to learn with respect to commanding a Parthian army on a tabletop, regardless of how it may be modeled. With special regard to the rules used in this revised reconstruction of that long-ago first campaign battle, I need to figure out how to make better use of its mobility and missile power, while making sure I limit its risk, as Parthian Light Cavalry are rather fragile. 


On further reflection (the tabletop battle was finished a couple of days ago as I type the lines of this paragraph), I am wondering if my starting deployment should have been different. For example, would my Parthians have done better or gotten the job done faster if I had weighted one flank or another? I am also wondering about the composition of my army. Should I have ignored the camels and purchased more Cataphracts? Should I have been more aggressive with the Cataphracts? If I had charged the main formation of the enemy, this would have scared away the skirmishers and assorted troops; it would have tied down the Seleucid foot and by extension, forced the mounted units to stay close. On the question of arrow accuracy, I am wondering what - if anything - can be done to improve my die rolling. 


The scenario was played without using many of the rule variants to ARMATI. (I should try and find out if there has been any progress or final decisions made on the original variants, and if there is a replacement group or website for the former Yahoo! platform.) 

I did have skirmisher and light infantry stands that were equal in tabletop footprint to other troop types, however. I also fielded a general and a subordinate commander in each army. Both personalities were essentially the same, though the general was worth more in terms of ‘key unit’ value. Given the amount of arrows that were loosed, I also wondered if I should have made revisions to the listed range of this weapon. (Cavalry bows have an 18 inch range, while infantry with bows can shoot 24 inches. I should add that with 15mm scale, these distances are actually 12 and 16 standard inches.) Accepting that my die rolling was less than it could have been, I wonder if a long range and short range modifier might have been a prudent or even historically valid amendment? Along that same line, I wondered if the protection factor should have been removed from Seleucid units who were shot at from behind? As Parthian Light Cavalry were able to work their way around the Seleucids, a number of units came under arrow volleys from the flank as well as the rear. Given that a targeted unit’s attention and shields (if carried) are to the front, it seems that any protection factor should be removed or at least much reduced. In addition, I wondered if Parthian Horse Archers should be allowed to shoot at the rear ranks of enemy units that are engaged in melee. I recall a few occasions in this solo scenario of being tempted to charge into the backs of Seleucid pikemen or even Galatian warriors, as their melee values in this circumstance would have been zero. However, the Parthian Light Cavalry have a melee value of 1, so it presents something of a risk. It seems that having enemy in the rear, whether in shooting distance or movement range, should have some sort of morale impact. Perhaps reducing the melee die roll of the affected unit by 1 or 2 in melee rounds when this is the case? 


In the rules as written (Section 8.2 on page 27), it appears that routed Light Cavalry can cause friends to check morale if within a certain distance of the broken unit. I worried about this when that single unit of Horse Archers was caught between the main force of Cataphracts and the Seleucid line of pikemen, elephants and Galatians. Further checking informed that this circumstance was addressed in one of the rule variants. Had this amendment been used, I think my deployment would have been quite different. I might have concentrated some Horse Archers in a wider screen for the supporting Cataphracts. (As a related aside, it seems that interpenetration of friendly units might also be considered. I seem to recall an ARMATI Battle Day report or two where this amendment was utilized. Anyway.) These Light Cavalry might have handled the enemy skirmisher screen, as well as inflicted some much needed hits/‘kills’ on the enemy elephants. These animals did some damage to the Parthian Cataphracts. Fortunately, it was late in the battle, so the panicked horses and their riders were able to hang on until the contest had been decided elsewhere. 


Returning to the mobility of Light Cavalry under these rules, I wondered why their wheeling ability was equal to that of foot formations. Understanding that cavalry are men on horseback, it seems to me that, especially with regard to the presumably more flexible and fluid Light Cavalry formations, these troopers should be able to make right or left turns faster than a phalanx, shieldwall, or unit of foot archers. I would be curious to see what impact a 4-inch wheel (without becoming unformed) for cavalry would have on a wargame played with ARMATI.


To be certain, the majority of this ‘analysis’ has been about the need for personal improvement in commanding Parthians and some discussion about what rule variants to use or additional amendments to draft and test. To be sure, I also have much to learn when it comes to leading a Seleucid army on the tabletop, especially when facing an all-mounted and very mobile force like Parthians. While traditional or even historical, it appears that my deployment did not serve me very well. For as much as I have thought about it, I wonder if a box-like formation or ‘moving square’ might have been better. It appears that I could have drawn up my phalangites in the front, screened by skirmishers perhaps. I could have positioned light infantry and related types on the left and right. My mounted arm could have been positioned in the rear, safe from all those arrows, until it was time to let them out so that the pesky Parthians could be pursued and then punished when or if caught. It appears that my basic plan of marching straight at them with the long line of pikemen, elephants, and warriors worked well enough. However, contact was made too late to make any real difference. How then, does one counter Horse Archers effectively? I shall have to think on this problem. 

The GRAND TRIUMPH! “Jigsaw” of approximately 89 Pieces

Setting aside the question of why Horse Bow could not be designated as a General’s or sub-general’s troop type, I purchased 9 units of Cataphracts from the Parthian (250 BC to 225 AD) list available for free at https://meshwesh.wgcwar.com/home. Having 144 points remaining out of an initial ‘allowance’ of 180, I proceeded to stockpile Horse Bow stands or units. Thirty-six of these fast-moving and harassing troop types were paid for. Designating 4 of the Cataphract units as ‘general stands’ (1 main and 3 subordinates), I proceeded to divide the remaining 41 units into several all-mounted commands. Two of these were primarily Horse Bow divisions, while the other two had a smattering of Cataphracts to support the ‘mobile missile launchers.’ 


For the opposition, I consulted the Seleucid (280 BC to 167 BC) army list found at the same site. Estimating the calendar year to be around 202 BC, and operating with a budget of 144 points (the usual size for a large battle with these rules, but approximately 25 percent less than the Parthian strength), I selected the following troop types: 6 units of Knights (Companions, etc.); 3 units of Cataphracts; 2 units of Javelin Cavalry (Tarentines, etc.); 1 unit of Horse Bow (Medians, etc.); 18 units of Pike (Phalanx); 2 units of Raiders (Thureophoroi); 3 units of Skirmishers (Asiatics); 2 units of Horde (Massed Levy); 3 units of Light Foot (various Anatolian light infantry); 1 unit of Elephants; 1 unit of Javelin Cavalry (Galatians), and 2 units of Warriors (Galatians). 


Mapping the Contest




Remarks

Checking the word count for the previous set of remarks, it was noted that the total came in at approximately 1,300. Granting that an argument or criticism could be made that this number was rather more than necessary, I will strive to limit myself to a fewer words here. The format and content of that first set of remarks seems satisfactory however, so I will attempt to repeat that ‘process’ in this section. 


If my totals are correct, I had command of 11 more stands of Parthian light cavalry in this second engagement. I confess it was both strange and something of a relief to not have to roll a die or dice for the arrow volley effects of 36 units of Horse Bow during the course of a turn or turns. Under the TRIUMPH! rules, Horse Bow stands do not have the ability to engage the enemy from a distance with ranged fire. Their combat ability or interaction with other troop types is very much abstracted. Following, please see the Horse Bow paragraph, transcribed from page 51 of Appendix D: Troop Type Descriptions:


Open Order, 4 Points - Cavalry fighting with bows from horseback, usually with 

large ammunition supplies. Effective against other horse; less effetive against 

close order foot but at little risk from them because of their ability to engage from 

beyond thrown weapon range. Examples are Skythians, Huns. Magyars, most 

Mongols, and many more. 


On the TRIUMPH! QRS, Horse Bow units have a +2 melee factor versus Foot, and a +3 factor versus Mounted. This troop type is one of the fastest in the rules, having a movement rate of 8, so twice the speed of Elephants or Warband, to cite just two other examples of troop types. In many instances when Horse Bow are doubled in combat, they will make an evade or panic move instead of being destroyed and removed from play. Despite this sharp contrast in how Parthian light cavalry are represented and how they are used on the miniature or model battlefield, there were no serious problems experienced in making the transition from one ruleset to another. 


With regard to the way each army was deployed, I think the numerical advantage of the Parthians was quite evident from the outset. This ‘pre-double envelopment’ was offset by the comparatively weak strength Horse Bow elements had when facing and fighting enemy foot formations. To be sure, the ‘to and fro’ or ‘approach, let fly, and withdraw’ style of combat was perhaps better depicted on the TRIUMPH! tabletop, but the lack of any visible casualties or unit degradation was, again, a bit strange. Being somewhat rusty with this particular set of rules, I had to consult my PDF copy a few times during the proceedings. I also availed myself of the numerous helpful tutorials and other videos available at https://www.youtube.com/@triumphancientandmedievalw3229. There were no rule amendments drafted for the scenario. Given my tendency to tinker with vetted sets of rules, I do wonder what impact a Horse Bow sub-general might have, and I do wonder if some version of the ‘shower shooting’ battle card might be considered.


To continue this loosely-structured comparison, I found the command and control procedures as well as the movement rules much more flexible. Granted, I was subject to the whims of the d6 when rolling for command pips for each corps or division, but with largish groups of Horse Bow or Horse Bow and Cataphracts, the occasional result of 1 or 2 did not make me want to pull my hair out. Individual or small groups of Horse Bow could also move about very easily, as they were not constrained by wheeling limitations or penalized by complex moves, etc. If a close combat went against a unit of Horse Bow, there was no real worry about the rout or panic affecting neighboring units. The accumulated effect of morale loss or collapse is modeled through corps or divisional demoralization. This is what happened to the Seleucid right wing, again, somewhat surprisingly, in the shortened contest. 


Turning very briefly to my command abilities, it seems safe to suggest that numbers were on my side when riding around as the Parthian army general. I did not have to worry very much about my formations being pushed off the field by a Seleucid ‘broom.’ Instead, I had to figure out how best to use the advantage of mobility to attack targeted enemy units from the front as well as flank or front and rear in order to improve the odds of a kill. On further reflection, I suppose the threat of my greater numbers meant something, but it would have been nice to better manage and move these plentiful Horse Bow stands into physical contact with the enemy lines. Switching to look at things from the Seleucid general’s point of view, I continue to struggle with how best to counter a force composed primarily of light cavalry armed with bows. Being outnumbered from the start made me skeptical of condensing my battleline, or placing much of the cavalry as a mobile reserve, while presenting a wall of pikes to the front. Around the third turn or so, it occurred to me that I could have or should have arranged my pikemen in a single line instead of a supported formation. This deployment might have given me more of a footprint, thereby preventing or at least delaying the envelopment on one flank. To my frustration, albeit minor in the greater scheme of things, a workable solution to this problem remains elusive.


Additional Comments

As I began this post with a quote from Michael C. Grant’s one-page “Editorial,” it seems only appropriate to begin the final section of this post with the second part of his introductory paragraph. The gentleman wrote: “To be sure, army point count sometimes favored the victors, as did the varying experience of the commanders, but this hardly explains the extent of seven Seleucid defeats. Many Parthian generals today find it difficult to win.” 


In my two amateur as well as non-traditional refights of this campaign battle, the army point differential did favor the Parthians, though much more in the second contest than in the first. I think I have remarked sufficiently on my abilities - such as they are - in the dual roles of Parthian and Seleucid generals and their subordinate officers. Adding these two wins to the known record, the Parthians are now 14-0. As I do not have information about the other six battles between Seleucids and Parthians Matt and his associates played in their campaign, I cannot offer a more informed assessment as to the reason or reasons why the Parthians won consistently. Numerical advantage certainly was a factor in these ARMATI and GRAND TRIUMPH! reconstructions. Regarding the observation about the level of difficulty for Parthian player-generals to win, I suppose allowance must be made for the time period and rulesets available when the article was written. I wonder if 6, 8, or even 10 modern sets of rules (say from 2018 to present) were tested with this same scenario if the Parthian domination would continue unchecked, or if the Seleucids might find away to defeat their evidently competent and confident enemy?


Michael requested interested parties to “report the result in brief with a minimum of explanatory notes.” Well, as per usual, it seems that I have typed more than absolutely necessary here. It seems that in this specific or ‘wordiness’ regard, that I am following in the footsteps of Kenneth Clark. Perhaps my reports might be condensed to just the maps and captions? Without additional context, however, I very much doubt that these simple ‘visual narratives’ would make a lot of sense. 


On something of a related note, I happened to stumble upon a battle report from the desk of a Chris Kay that was published in the March 1982 issue of (Number 100) of Slingshot. This summary ran just two-thirds of a page, but was succinct and sufficient in my opinion. “SARMATIANS v TRAJANIC ROMANS” contained just 17 lines of text in 3 paragraphs. The accompanying map was black and white, very nicely drawn, and showed deployments, movements, terrain, as well as other pertinent information. At some point, I should like to be able to do something like this. In fact, for the recently completed solo actions, I wondered how or even if I might have met Michael C. Grant’s clearly stated parameters. Given the small size of Chris’s wargame (there were 8 units of Sarmatians and 8 units of Romans; some early version of WRG was likely employed), I doubt that my doubled ARMATI wargame and modified GRAND TRIUMPH! scenario could have been pared down to fit into two pages, let alone two-thirds of a page - half of which was a map.


This diversion into a different comparison-contrast consideration made me think about Aaron Bell’s excellent post, “A (Slightly Revised) Taxonomy of Battle Reports,” which the well-known figure in the hobby published in mid September of 2018. [See https://prufrockian-gleanings.blogspot.com/2018/09/a-taxonomy-of-battle-reports.html.] In reviewing the various classifications offered, it occurred to me that I could file this present effort under the ‘hybrid species’ of “Solo-Informative-Diagrammatic report,” as the two actions were played solo; the intention was to convey at least some information regarding inspiration, context, and rule mechanisms, and much of the actual narrative would be achieved by combining simple diagrams with extended captions.


A line or three about source material. “Horse Archer Units in Armati,” written by Roy Boss and published in the September/October 2022 issue (Number 342) of Slingshot, was read a few times. I tried to employ some of the tactical tips the venerable gentleman provided, but as previously admitted, much more practice is needed. In the same publication, but in the July 2004 issue (Number 235), I studied Part Two of Graham Bryson’s “Glasgow ARMATI Tournament 22-23 Nov 2003” article. Roy Boss featured here as well, commanding Achaemenid Persians in a championship battle against Skythians led by Bill Wilson. Roy came out on top by successfully denying the enemy’s flanking attempt as well as being helped by some pretty dismal Skythian archery. Anyway, in his ‘analysis and comment,’ Graham made a number of observations, one of these being: “Light horse is flexible, but fragile - and they can’t run for ever.” I saw this during my ARMATI refight. This was not an issue during the second scenario, as Horse Bow units can freely gallop here and there, and for quite some time. This contrast made me wonder about the historical accuracy of the respective representations of the recognized troop type. This pondering happened to coincide with portions of a discussion thread between two long-standing and respected members of The Society of Ancients. 


Without meaning to quote either accomplished gentleman out of context, in an electronic ‘conversation’ taking place on 06 February, Justin Swanton remarked: “In any case when it comes to historicity in Ancients do any two players agree on what was historical?” He also offered the following: “A wargame is always a game before being a history lesson. We shouldn’t take it too seriously.” Anthony Clipsom weighed in, answering the perceived rhetorical or unintentional ‘wind up’ question with: “As to historical disputes, much depends on detail.” This esteemed gentleman then offered a summary of the current understanding of the Battle of Hastings as an example. In another reply, if I understood him correctly, Anthony agreed with Justin and quoted the South African’s own words back to him, stating: “You’ve written elsewhere about wargames as creative fiction and your “based on a true story” goes with that . . . I have no problem with that.” 


[Note: At the acknowledged risk of confusing the reader by adding a further tangential reference - hence the brackets, in his brief remarks regarding my post about ‘Classical Indian Archery,’ Anthony reminded me of Nick Harbud’s study of arrows and bows in an old issue of Slingshot. “Behind the Curve: Archery in Wargames” [pages 24-30 in the January/February 2015 issue (Number 298)], was read twice and much enjoyed. Unfortunately, there was nothing in there about horse archers specifically, but the questions and debates about ranges, effectiveness, and rates of fire were relevant as well as thought provoking.] 


Being quite out of my depth when these two are in the forum, I guess I will start with the idea of “wargames as creative fiction.” Even though my refights were simple adaptations of Matt Pickard’s original campaign battle, there was a degree of creativity involved, and the resulting accounts, though in the format of diagrams with captions, qualify as a type of creative fiction. As to the other points . . . The Parthians and Seleucids were historical entities. There are records. Granted, I am not well versed in these ancient entities or in the dozens of academic papers written about them. However, as is often said, “the devil is in the details.” So, how should Parthian horse archers be modeled on a tabletop? Should they have the ability to engage enemy units from a distance, or should they be required to engage in an even more abstract fashion? Where can one find common ground when it comes to wargaming battles involving Parthians and Seleucids? Is it historically valid to have both armies of equal size (i.e., have the same number of points)? How does one effectively lead an all-mounted force against a combined-arms force? How does one effectively lead a combined-arms force, though somewhat heavy on the pike phalanx and other slow-moving foot, against an all-mounted force containing hundreds if not thousands of men armed with bows and arrows? 


On more of a related note, during my ‘research’ for the previous post and again as I drafted and revised this current project, I found myself thumbing through the heavily annotated as well as dog-eared pages of THE ROMAN ARMY AT WAR 100 BC—AD 200, by Professor Adrian K. Goldsworthy. In the ‘Skirmishing and Missile Exchange’ section of Chapter 5, “The Unit’s Battle,” I re-read the following: 


Yet at Carrhae, around 10,000 horse-archers fired at a very dense body of Roman 

foot for most of a day, at least once replenishing their ammunition. The result 

was 4,000 Roman wounded, some of whom may have been injured in hand-to-

hand combat (Plutarch, Crassus 28).                           [187]


I went into ‘question mode’ again. Did all of these approximately 10,000 horse-archers engage in the firing of arrows at the Romans? If so, what might the rate of fire have been? How many missiles were delivered per hour? How many arrows in total were directed at the Roman army? There is an approximation of the number of wounded as a result of this apparent deluge of arrows, but can we get close to an estimate of percentage of hits for the number of missiles that were loosed? 


Further scanning of this section resulted in rediscovering this passage on page 184:


A horse-archer normally used a less-powerful bow than a foot archer, and thus 

had a shorter range. This is because the archer standing on his own feet can 

achieve better balance than a man on horseback, so the strength and weight of his 

whole body contributes to the bow shot. A horse-archer has to rely upon the 

strength of his torso and arms.


Returning to the excerpts from Justin and Anthony as well as to my experience in these recently completed refights, it appears that this passage might provide evidence for reducing the range of Parthians under ARMATI, but also allowing Horse Bow to have some kind of range under TRIUMPH! Given the apparent lack of power, perhaps some kind of disorder or morale marker would be more historically accurate or realistic than noting casualties or simply removing the targeted unit from the tabletop. At the risk of tilting at a windmill, of opening up (re-opening?) a proverbial can of worms, or of restating the obvious, I wonder if a tabletop battle can combine the interesting or relevant aspects of a history lesson and the engaging procedures of a game in equal, entertaining, as well as educational measures?  

Wednesday, January 29, 2025

An Assessment 

of Indian Archery






An Unexpected Development 

Drafting a post about Indian archery or the representation and resolution of arrow volleys by Classical Indian infantry formations on a wargames tabletop was neither a major concern nor a serious consideration until the recent completion of a very brief report/memo on a GRAND TRIUMPH! solo scenario which featured 147 points of Seleucids versus 143 points of Indians. This summary description was shared with two forums, the dedicated platform for TRIUMPH! enthusiasts and the website for the larger as well as much longer in existence Society of Ancients. As per usual, a very small percentage of the combined membership (and or guests to these forums) took the time to read or scan the report. An even smaller number of  individuals weighed in, generating an appreciated amount of electronic conversation. Anyway, the first bullet point under the ‘Remarks/Take aways’ section of my admittedly hastily produced memo read as follows: “It was rather odd to field an Indian army and not have to roll any dice to resolve missile fire. (I gather that the effect of Indian archery is abstracted with the numerous Bow Levy units.)” 


For lack of a well-crafted introduction, this sentiment and observation would become the impetus behind this project. With no real planning or meetings wherein format options and content were discussed at length and potential source materials were suggested or even vetted, I launched into an experimental phase using a particular set of rules for ancient wargaming. These figurative laboratory trials being quickly produced as well as recorded, I proceeded to survey a variety of rulebooks in my little library, concentrating on how Indian archers were represented and how effective their bows and arrows might be during a tabletop contest. Initially, I thought that the experiments and my subjective remarks should be presented first. On further review, it seemed to make more sense to position the limited survey before the “lab reports,” as this would provide some context for readers of this post. 


Before I start on the survey, I should like to adapt the opening line in Simon Watson’s educational and excellent “How to Use Elephants in Tactica 2” article, published in the November/December 2020 issue of Slingshot, The Journal of the Society of Ancients. The veteran wargamer and admired advocate of the Tactica II rules explained: 


Now, I don’t proclaim to be an expert on Ancient India nor elephants (very far 

from it in fact) so what I have written here is only an overview of what I have 

gleaned from perusing general history texts (i.e., books), supplemented by some 

internet research. 


To be certain, I am no expert on the subject of Ancient Indian military history. (Indeed, like Simon, I stand very, very far from this admirable academic title.) I have very little knowledge regarding the development and battlefield use of the evidently long bamboo bow and the arrows employed by various infantry formations (chariot and elephant crews, too) for something like 800 to 1,000 years. What follows is the “work” of an admitted and complete but often eager to learn more amateur. The content of the following sections was obtained from a number of rulebooks, a number of Slingshot articles, and comparatively brief periods of time spent searching the Internet for additional information. Given the first bullet point of my recent report, it would be fair to remark that I had a preconceived idea or impression of how Classical Indian archers should or would perform on a tabletop. I confess that I would be challenged to pinpoint when or how this opinion developed. At the risk of teasing the reader, I am curious to see if this opinion or bias changed as a result of this process, and if so, to what degree and examine the reason or reasons behind this new thinking. 


A Brief Survey of other Rules

For the recently completed solo wargame, I drafted a Classical Indian army from MeshWesh (please see https://meshwesh.wgcwar.com/armyList/5fb1b9e0e1af06001770979e/explore), which contained, as required, a rather large number of Bow Levy stands or units. For those readers not familiar with TRIUMPH! rules (Version 1.1, November 2019), permit me to offer the description/definition of Bow Levy found in Appendix D, page 47: “Poor infantry with long-distance missile weapons. Generally unarmored, untrained in volley fire, and provided with smaller supplies of ammunition. Their long-range fire is weak and ineffective . . .” In game terms, this troop type is Open Order and has a cost of 2 points per stand. Conversely, 

the Archer troop type is described as: “Infantry armed with long-distance missile weapons. Usually well-armed, trained in volley fire, and supplied with large numbers of arrows . . .” Like their lower-quality brothers in arms, Archers are also Open Order, but are twice as valuable, having a cost of 4 points per stand. 


The decision to depict Hereditary and Mercenary archers as Bow Levy is an interesting one, if only because every other set of rules in my small collection “argued” for a better classification or, at the very least, granted the Indian archers the ability to engage enemy formations from a distance. In no particular order, here are the findings from my informal survey of some of the rulebooks I have accumulated over the years. 


The Classical Indian [500 BC - 545 AD] army list on page 5 of D.B.M. ARMY LISTS - Book 2: 550 BC to 476 AD, allows a player-general to choose from between 12-30 bases, stands, or elements of Archers. These troops are categorized as ‘Irr Bw (S),’ which translates into: Irregular Bow - Superior. Referencing Version 3.2 [April 2011] of DE BELLIS MULTITUDINIS, a set of rules I have zero experience with on a tabletop, page 7 provides the following description of Superior Bowmen: “Exceptionally effective shooters with unusually powerful bows and high skill and morale, able to outshoot opponents and equally prepared to fight indefinitely hand-to-hand with sword and buckler, spear or two-handed cutting or concussive weapon . . .” It is interesting, but not a complete surprise, to find that two rulebooks or army lists have very different opinions on how a particular troop type in a particular army should be represented on the tabletop. On page 4, the Irregular classification is explained as a: “Somewhat arbitrary distinction, chiefly reflecting the ease with which they can be controlled by their general.” Studying Figures 10 and 10b: Distant Shooting, it was noted that units of Bowmen had a range of 200p (which would mean 4 inches when 15mm or 6mm figures were used, and other measurements when different scales were employed), in addition to an arc of fire that was defined as a rectangular box having a base that was equal to three times the frontage of the firing unit or stand. Firing results were determined by a competitive die roll, which may or may not be modified by certain factors.


The Classical Indian [500 BC - 535 AD] army list provided on page 123 of the colorful and thick L’Art de la Guerre rulebook (2014 Edition), allows a player-general to choose between Indian archers (Bowmen) or Indian archers in a mixed unit (Bowmen and Medium Swordsmen). These missile troops have a range of 4 UD (or units of distance; the dimension of this unit of measure will depend on figure scale being used) and an arc of fire quite similar to the box described and diagrammed in DBM. Similarly, firing is resolved with ‘shooter’ and defender rolling a single d6, each of which may be adjusted by certain factors.  


There are two Indian army lists found on page 17 of Extra IMPETVS 4, each of which permits the player-general to choose from 6 to 12 units of T Archers - Longbow B. Generally speaking, these T Archer units will roll 4 d6 when “letting fly.” The actual number of dice will be modified by range band as well as other conditions or variables. According to the Firing Table on page 33 of the spiral-bound rulebook (2008 Edition), units with Longbow B could “reach out and touch” an enemy formation as far as 30 inches away, depending again on the scale of the models being employed on the tabletop. A review of Section 6.0 informs (as well as reminds or perhaps chastises me) that it has been a while since these rules were utilized; that there is an arc of fire (45 degrees to either side of the center of the shooting unit; that indirect fire is possible, and that opportunity fire is also an option, though under strict circumstances. 


Checking the Indian army list [Antiquity Section, page G] of the Armati 2nd Edition rules, the Core FT (Foot) units of this army were Key with respect to army breakpoint as well as armed with Bows—Javs. Like previous sets of rules, the missile fire phase is resolved by competitive rolls of a d6. The scores of these die rolls could be modified. The firing unit has an arc of fire extending 45 degrees from the left and right front corners of its base or stand. Under these rules, Foot units armed with Bows have a range of 24 inches, which affords them plenty of time to “rain arrows” on enemy infantry, as the majority of heavy infantry types have a movement rate of 6 inches per turn. 


Studying the Pauravan and Mauryan Indians [5th-3rd centuries BC] army list on pages 38-39 of the HAIL CAESAR ARMY LISTS: BIBLICAL & CLASSICAL Supplement, it was noted that may of the available units were armed with or given the option to carry bows. These various units could engage the enemy from long range and short range, rolling between 1 and 3 d6 per try or volley. Reviewing the hardcover rulebook (2011 Edition), it was also noted that firing was resolved after movement but before melee. Reviewing the ‘Ranged Attacks’ section (pages 40-51), the maximum range of bows is 18 inches. The arc of fire appeared to be similar to other rulesets, though no definite angle measurement was provided. As with other rules, there were modifiers to either the number of dice being rolled or the scores needed on those dice. Unlike other sets of rules, HAIL CAESAR requires units that have “been hit” to roll saves. These defensive dice may also be modified depending on the situation and circumstance. 


On page 16 of Simon Miller’s TO THE STRONGEST! rules (Version 1.1), the following description was found:


Bowmen are organized in regular-sized foot units and start a battle with six 

ammunition chits. Bows have a maximum range of two boxes. When they 

successfully activate to shoot, they discard one or two ammunition chits and play 

one or two to-hit cards.


In stark contrast to other sets of rules, TO THE STRONGEST! employs a gridded battlefield and playing cards instead of rulers and dice. Looking over the Free Army Lists (Updated 30/6/2020), the Classical Indian army list [approximately 500 BCE to 185 BC] offers a number of infantry with longbow options to the potential riding-an-elephant player-general. If a prospective Porus opted to maximize his archer complement, then 12 stands or units of bowmen would have a total of 72 arrow ammunition chits. It would be fair but not at all original to remark then, that Classical Indians, at least with these rules, are or have a great potential to be a rather “shooty army.” 


The results of this informal and improvised survey strongly suggest and support the idea that Indian infantry archers should have the capability of engaging enemy formations from a distance. (Ideally, I should like to be able to study another 6, 12, or even 18 rulebooks for ancient wargaming, to see what these texts have to say on the pointed subject. My guess is that they would reinforce the findings presented here.) On further reflection, perhaps my disappointment or comparatively low level of satisfaction with the recently completed solo wargame involving Seleucids and Indians was simply a matter of me not being able to work within the level of abstraction engineered by the rules and their mechanics for resolving combat between opposing formations. It does appear that I have something of a bias for Indian armies that are able to “let fly” with a fair number of arrow volleys. One may well wonder then: How much actual evidence is there of battles between Seleucid and Indian armies? What is the win-loss ratio for these ancient engagements? Within this source material, how much information is there concerning the action and effectiveness of the Indian units armed with longbows? 


Reiterating my admitted and quite large degree of ignorance with respect to the military history of Ancient India, I do not have any answers for these questions. What I do have, however, are the records and remarks for a few controlled experiments conducted with the Tactica II rules.


Preparing the “Lab” and the “Equipment” 

Three “units” of Indian FT (Archers) were prepared for a series of experiments on my tabletop. These mock-ups were based on the Indian army list found on page L9 of the Tactica II rulebook. They were 25mm “models,” with each unit having a strength of 36 figures arranged in 3 ranks of 12. These infantry or missile troops had a FV of 4-6, were rated as Veterans, and carried Various weapons (i.e., javelins and swords) in addition to Bows. The formed line measured approximately 21.5 inches. There were no additional troop types present. There were no Elephants, Chariots, or Skirmishers. Neither was there any leader or divisional officer present. 


Roughly 20 inches away, there were three “units” of Greco-Bactrian pikemen (PH) drawn up in a line of battle. These “model blocks” were drafted from the Successor (Seleucid) army list found on page L11. These 48-figure strong phalanxes, arranged in 4 ranks of 12, had a FV of 5-6, were classed as Veterans, and were armed with pikes, of course. As they had the same frontage as the mock Indian formations, and as this was a simple experiment, each unit was matched up against its counterpart. The Greco-Bactrians were deeper than the Indians, however, having a base or stand depth of 8 centimeters. 


First Trial by Fire

Dispensing with most of the game move sequence phases, I advanced the Greco-Bactrians a full move (8 inches in 25mm scale). As the pikemen were now 12 inches away from the waiting Indians and so, well within the 15 inch range of “all bows and slings,” arrows were pulled from quivers, knocked, and then loosed. (It would be interesting to find out what the actual verbal commands were for the Indian archers, and if these various units employed volley fire, independent fire, or a combination thereof. It would also be interesting to find out what the average rate of fire for a unit of Indian archers was.) Anyway, I started with the unit on the left, rolling 12 d6 for the 12 “figures” in the first rank, looking for 6s. Unfortunately, the dice were not kind. Out of 36 total dice rolled, only 3 came up as 6s or “kills.” One casualty was marked on the right-most phalanx, and two casualties were marked on the left-most block of pikemen. 


A second move of 8 inches brought the bristling phalanxes closer to the apparently ineffective line of archers. The move was coordinated; the pikemen maintaining perfect order and discipline. The range being decreased to just 4 inches, another volley of arrows was loaded and loosed. It could be remarked that this barrage of missiles was better, as 6 “kills” were scored, with 4 of these casualties finding targets in the center Seleucid phalanx. However, with 36 dice rolled, only 1 out of every 6 “arrows” found its figurative mark. If my math is correct, this meant that approximately 16 percent of the arrows landed with any consequence. Even so, this volley was twice as effective as the initial one. 


Because 3 or more losses had been inflicted, the Greco-Bactrians in the center pike block had to take a ‘Missile Storm’ test to see if they would be halted. Normally, Veteran units need to roll a 7 or higher to pass this kind of Control Test. However, since 4 “kills” had been scored, the Control Test was modified. The pikemen needed to roll an 8 or above. As luck would have it, the phalangites rolled a 7 and so, received a ‘Missile Halt’ marker. This third of the Seleucid phalanx would not be able to move at all in the next turn. 


The space between the left and right units of this laboratory battlefield setting was closed as the Greco-Bactrians made contact with the standing Indian archers. (There was no closing fire or “hasty volley” option available to the Indians. Evidently, they just waited for the 5 or 6 rows of leveled pike points to arrive in their unprotected ranks.) The unengaged Indian archers loosed another volley and scored 3 “kills” on the faltering enemy phalanx. Another ‘Missile Storm’ Control Test was required, and the poor pikemen rolled a 6, which meant that another turn would be spent so close and yet so far away from the enemy unit figuratively vomiting arrows into their - disorganized, I imagine - ranks. 


In the two melees, the pikemen had 12 dice plus an additional 3 for being deeper than their enemy, while the Indians had 12 dice. When this initial round concluded, the Indian unit on the left had suffered 7 losses for 3 inflicted, while the contest on the right saw an even exchange of 7 casualties for each unit. (The Indians must have used their two-handed swords with some effect! At the risk of complicating things, it could be found curious that the Indians were able to react or engage the enemy, when the pikemen were using much longer weapons, at least in the initial round of melee.) 


The next turn saw just 2 “kills” scored against the central Greco-Bactrian pike block, so the ‘Missile Halt’ marker was removed. In the second round of melees, the right-most Indian unit took 7 casualties while causing 6. (The pikemen had lost their depth advantage, so were rolling 12 dice.) The left-most Indian unit absorbed 9 losses while inflicting 4. 


The Indian archers seemed to have run out of arrows, as their next volley only “killed” 1 Greco-Bactrian in the center phalanx. Not being cowed by scores or hundreds of missiles, the recovered pikemen were able to move forward and make physical contact with their enemy. Having been whittled down a little, this center pike block would not be able to claim any depth advantage against the Indians. In subsequent rounds of melee then, each side would be able to roll 12 d6. As the Greco-Bactrians were slightly harder to “kill” (having a FV of 5-6 versus the Indian FV of 4-6), it could be assumed that the Seleucids would emerge victors in an attritional close combat. Instead of completing the melees started in this first trial, the “laboratory board” was reset for another run through.


Remarks

In the May/June 2020 issue of Slingshot, Dr. Paul Innes offered interested readers “Tactica II: A Ruleset Analysis.” In the sub-section regarding ‘Missiles,’ this noted member of The Society, former Editor of the long-running publication, and veteran academic explained:


Concentrated missiles can disrupt an enemy’s plan by forcing a morale halt, or by 

doing so much damage to a unit that it has to be very careful. Armies that rely on 

missilery can be very hit and miss, if you’ll excuse the pun, since luck will of 

course vary from turn to turn.


While there was no detailed Seleucid plan involved, the “forced morale halt” was inflicted on an unfortunate pike block in this first experiment. As the good doctor remarks, this “stoppage” was due more to luck than apparent skill and training. (Being a fan of good puns, I thought the “hit or miss” word play was appropriate and well done. I might even go so far as to suggest that it was on target.) Even though the experiment was enjoyable, I did wonder if the reliance on luck (the rolling of 12 six-sided dice) bent more towards game mechanics and play or more towards an attempt to reconstruct history. I also wondered why the odds of inflicting damage did not increase, if only slightly, as the range between the opposing units decreased. Mentally reviewing the findings in the informal and short survey of rules, it appears that missile resolution, at least in this specific case, is either a comparatively simple affair of rolling two d6 that may or may not be modified, or a process involving slightly more dice, that may or may not require re-rolls based on unit characteristics and then saving rolls by the targeted unit. I wondered if there was a ‘middle ground’ or compromise - and if not, could one be developed - between these two points on an apparent “missile resolution spectrum”? 


Second Trial by Fire

Trying something different, the three units of Greco-Bactrians conducted a slow advance, coming to an orderly stop just outside of the 15 inch arrow range of the ready and waiting formations of Indian archers. In the proper sub-phase of the next turn, the three pike blocks stepped out smartly, advancing a full 8 inches toward the enemy archers. The Indians were able to launch a volley (three actually) at a range of a little over 7 inches. 


From the Indians’ point of view, 3 “kills” were inflicted on the left-most enemy unit; 2 were scored on the center block, and 3 were inflicted on the right-most phalanx. The Greco-Bactrians would have to take two Control Tests as a result of this fairly effective volley. Although stung by these missiles (by my math, a success rate of 22 percent), both pike blocks passed the required test. The orderly advance would continue without interruption. 


As they were within 8 inches of their targets, each pike block was able to “charge home” without any additional volley of arrows striking home. The phalanxes would not gain any impetus benefit (serried ranks of pikes versus a stationary target, etc.), but they would enjoy a depth advantage, so three melees would see 15 dice rolled by the pikemen against 12 dice rolled by the sword and javelin carrying Indians. (I imagine that some of them would be loosing arrows at very close range during the contests.) 


From left to right, for both sides, the “kills” scored were as follows: Indians - 6, 4, and 5. The Greco-Bactrians inflicted 8, 8, and 3. (Apparently, the Seleucid unit on the far left did not eat their Wheaties.) In the next round of close combat, the Indians managed to slay a total of 16 pikemen, but lost 23 of their own in the process. If this ratio of casualties continued, it seemed quite likely that the Indian position would collapse under such pressure. 


Being more interested in the mechanics and processes of missile fire resolution, this bloody melee was stopped, the units were restored to their original strengths, and the lines of battle were redrawn for another experiment. 


Remarks

Without intending to do so, it appears that I may have stumbled upon an effective tactic when I am commanding pike blocks against enemy infantry armed with bows. If I am careful to pre-measure (allowed by the Tactica II rules), then I can limit the number of volleys my phalanx units are subjected to. Relying on the “hit or miss” formula or philosophy of these rules, it seems prudent to ensure that my heavy or even formed light infantry units only have to suffer from the fairly random effects of a concentrated arrow volley. 


However, here again I wondered about the inactivity of the Indian formations. While there is some potential of “getting into the weeds” with regard to timing, historical accuracy, and so forth, it does seem somewhat strange that a comparatively large group of Indian bowmen would only be able to “let fly” with one volley of arrows. Of course, it is understood that this single firing phase likely represents the accumulated effects of a number of volleys drawn and loosed while the enemy pikemen covered the space between the lines. 


Third Trial by Fire

For this final exercise, the Indian archers remained in the same line of battle, quivers replenished and figurative unit leaders at the ready. For the Seleucid pikemen, the phalanxes were arranged in echelon formation, with the top of the stairs facing the right-most Indian unit, and the other blocks deployed as the middle stair and bottom step, respectively. The distances between the portions of these opposing lines were: 20 inches, 23 inches, and approximately 26.5 inches. As with previous trials, the game move sequence was modified so that movement, missile fire, and melee resolution could be resolved without having to address initiative, evading troops, rallying, and so forth. 


The Greco-Bactrians moved forward, which resulted in their left-most unit coming into the range band of the Indian archers. Accordingly, a volley was sent their way, which resulted in 2 “kills” on the advancing pikemen. The other phalanxes were out of range, and the Indian unit in the center was not allowed to shift or angle its firing figures (not even by a fraction) to add to the number of d6s thrown by their neighbors. (Note: I do suppose that the center Indian unit could have wheeled slightly to its right during the Indian movement phase, but then this would have shifted the ‘beaten zone’ of this unit away from the central phalanx as well as opened up the Indian formation, possibly, to a flank attack.) 


When the Seleucid infantry finished their second move, all three pike blocks were in range of the Indian archers. There would be no modifiers applied however, even if one unit of the phalanx was 4 inches away and another was about 10.5 inches from making contact. Coincidentally, the handfuls of dice seemed to understand my thinking, as 5 “kills” were scored against the closest block of pikemen, 2 “kills” were inflicted on the center formation, and a single “kill” was recorded against the bottom step unit. Needing a 9 or better to pass the required “Missile Storm” test, the pin-cushioned phalanx rolled a 5 and was immediately labeled with a ‘Missile Halt’ marker. 


In the next turn, the center phalanx crashed into the Indian archers. The archers on the left and right of this combat were free to deliver another volley into the serried ranks of their enemies. The left-most Indian unit inflicted 4 “kills” and succeeded in placing a ‘Missile Halt’ marker on the targeted phalanx. Unfortunately, the archers on the right side of the line scored just a single “kill.” The ‘Missile Halt’ marker would come off, and the Seleucids would be able to close the distance in the next turn. (One imagines that they had a thing or two to say to the Indian archers.) The melee was quite a struggle. Both sides removed 7 enemy figures from their ranks. The next round would see 12 dice versus 12 dice, as the Indians had removed the Greco-Bactrians depth advantage. 


Free to move, the left-most unit of pikemen advanced into melee with the Indians on the right. An embarrassment of a volley indicated only 1 “kill” against the halted formation, so the marker would be removed, and a third melee would start with the next turn. The mood and fighting ability of the Greco-Bactrians was on full display in this melee round. In two contests, the Indians scored an abysmal total of 4 “kills” against the phalanxes, while they took a rather punishing combined 16 in return. Ouch!


There was no additional turn played in this trial, as the unengaged phalanx would make contact, the Indians would not be able to volley once more before the enemy closed, and if the Seleucid dice continued to be so deadly, then it was only a matter of time before the Indian formation would be pushed to its breaking point. 


Remarks

This trial provided further evidence and support of Dr. Innes’ well-written assessment. The dice were kinder to the Indians during this experiment, until they were not. At the risk of looking at the larger picture, I wondered about the “reliance on missilery” aspect of the gentleman’s explanation. Stipulating again to my lack of knowledge about Ancient Indian military history, it seems to me that the Indian infantry armed with long bows formed a part of the “combined arms approach” used by the various kings and princes. While not as valued or important as the upper class riding on elephants or in chariots, it occurs to me that thousands of archers, even if not as well trained or born to it like the English bowmen of the 100 Years War, should have a certain impact on the ancient wargaming tabletop.  


In three trials or experiments, I rolled a fair number of dice for the Indian archers. In a few instances, I had some nice luck by inflicting enough casualties to force Control Tests on the enemy formations. I had some help as well, when the Greco-Bactrians rolled poorly and were subsequently marked as ‘Halted due to Missile Fire.’ Curiously, the Indian archers were not penalized for longer range volleys or rewarded for closer range shots. Neither did they receive any kind of modifier after having inflicted a ‘Missile Halt’ on a targeted phalanx. One might think that this success would be treated, in some fashion, like the “Impetus Inroad’ rules. One might think that, having “found the range,” a subsequent volley against a hurt and halted unit would have the potential to be as effective. 


Based on the very limited data set provided by these three trials, it seems safe to suggest that Indian archers probably won’t fare very well against Seleucid pikemen or any other heavy infantry formation. On further reflection, it appears that I could have added some stamina to the Indian formations by increasing their unit strength to 48 “figures.” This additional rank would have denied the Greco-Bactrians any depth advantage. Curiously, the increased strength would not have any impact on the unit’s ability to inflict damage from 15, 8, or even 3 inches away. This leads me to wonder if tinkering with the restriction on the frontage of heavy infantry formations would make a difference. For example, what if the Indians were deployed in units of 3 ranks of 16? This deployment would result in ‘overlaps,’ but how much would this increased frontage affect the “hit or miss” ability of the archers? Along similar lines, I wonder what might happen and how the Indian archers would fare if their missile units used the base dimensions given for Longbows in Section 1.2 of the rules? Using the rules as written, an Indian unit with a strength of 36 “figures” would have a frontage of 15.6 centimeters in 25mm scale, and a depth of 6 centimeters. Given the “beaten zone” restrictions, it appears that a small percentage of the archers in the above examples would be prohibited from participating in fire phase. For some reason though, these excluded archers would be able to fight in the melee phase when the Greco-Bactrians made contact.  


Additional Remarks

Even though I have managed to assemble and maintain a fairly comprehensive catalog of my wargame writing over the years, I have not been able to identify when the aforementioned preconception or bias regarding the archery of Classical Indians started. If pressed on this point, I would hazard a guess at my “formative” ancient wargaming years with the original Armati rules. The Indian army list in that ‘gateway’ set could be fairly described as bow-heavy. Various reading over the years has likely reinforced this initial impression. For example, I recall reading an Armati report about Battle Day Hydaspes wherein the Indian archers rained arrows down (with some effect) on the comparatively slow and bothered-by-elephants Macedonian phalangites. 


In his engaging article, Simon Watson remarked on the “handicapping of the Indian formations” in the tutorial or demonstration game used to educate the reader about how elephants were used in Tactica II. His main focus was on the elephants, chariots, and cavalry of the Indian army, not on the foot formations. The veteran wargamer commented that a “competent player-general” would likely make better use of these components on a tabletop. I reflected on this sound advice (if not necessarily supported by the historical record) as the “self-inflicted wound” of my recent TRIUMPH! scenario was still fresh. I wondered if I should play the scenario again, but use a different deployment or even modify the composition of the army so that I had more elephants, chariots, and cavalry. I also wondered about setting up a rematch, but providing the Indians with Archers instead of Bow Levy. If this substitution is judged too extreme or non-historical, then I wondered if the ‘Shower Shooting’ Battle Card could be adapted for use by the numerous Bow Levy units. Was there another amendment, approach, or option that I was not considering?


The naming of this rather hastily produced post changed quite a few times as the text body was drafted, reformatted, and rushed through its revisions. Other titles that were considered included: “Arrows and Bows, Bows and Arrows,” “Nothing to Quiver About,” “Experiments with Indian Archery,” and “A Consideration of Classical Indians.” The temptation to conduct additional tests and trials with the other rulesets listed is still present, but I wonder and worry about the time required, and if any of the reports and results would prove interesting and or substantive. At the risk of repeating myself, my guess or assumption is that three of four trials with these various rulebooks would produce similar results to those secured in the Tactica II tests. 


Stipulating to the small number of rulebooks studied, the very limited data set produced in the few experiments, and the additional knowledge gained from reading a variety of articles on this topic, I find that my position on Classical Indian archery has not changed substantially. I think that Indian foot units armed with bows should be able to engage enemy formations from a distance. I think that there is something to be said for having the range of this engagement influence the effect of the volley(s). In addition, I think allowance should be made for indirect or overhead fire, so that an arrow barrage could precede an advance by elephants or even protect a screen of skirmishers. Weather conditions might also be considered, as humid or rainy conditions could have an effect or effects. Terrain features and visibility would also impact the ability of archers to “reach out and touch the enemy.” I understand that Indian archers were rather low on the caste system ‘ladder’ of Ancient India. I also understand that nearly naked (i.e., unarmored) archers carrying bamboo bows and quivers with around 25 arrows are not as exciting to command on a tabletop as colorful elephants, four-horse chariots, and squadrons of cavalry, but I think they still are an integral component of this combined-arms quartet. At a minimum, as stated above, I think that Indian archers should be able to engage the enemy from a distance. What that distance is, how effective the volleys are, and when or how the process is resolved, well . . .


Source Materials Consulted

The is no particular format or organization for the following references. I will not repeat the various rulebooks mentioned in a previous section, as my guess is that most of the readers of this post will have some experience or familiarity with those identified. As mentioned, ideally, I should like to be able to expand the survey. My estimation is that most if not all of the rulebooks I have not studied will provide for Indian foot units that are capable of engaging the enemy from a distance. This educated guess provides something of a transition to the following short list of articles found in old issues of Slingshot. 


> In Number 266, Richard Lockwood provided readers with a battle report wherein the FOG (Field of Glory) rules were used. Please see “Alexandrian Macedonian vs Classical Indian - FOG,” on pages 36-40. 


> The same gentleman and long-standing as well as respected member of The Society reviewed a number of Indian archer figures/manufactures in Number 297. Please see “The Classical Indian Archer,” on pages 40-42. This was a rather timely piece, as Battle Day Hydaspes (2015) had been announced and scheduled. 


> Perhaps the most interesting and informative article was the one written by Jeff Jonas. In Number 297, so a nice companion for Richard’s figure review, Jeff provided a wealth of material in “The Ancient Indian Army of Poros,” which ran from page 12 to page 25. 


> A gentleman by the name of Michael Nursey engaged readers with “The Indian Six-foot Bamboo Bow and the Longbow,” which appeared in Number 172 on pages 13-16. 


> It might be suggested that Duncan Head, another respected as well as prolific veteran of The Society, had the first say on the topic when he provided readers with “Ancient Indian Archery” on pages 45-46 of Number 113 (May of 1984, to give some chronological context). 


Depending on one’s level of interest and the amount of time available, there is additional information to be found online. I found a YouTube video (8:35) about “The Ancient Archer of India.” Further digging uncovered a video on Archery Historian, titled “Archery in Ancient India - A brief History of Indian Archery - From Ancient to Medieval Times.” (This video has a running time of approximately 17 minutes.) I regret to inform readers that I have not made sufficient time to check what might be available through Academia.edu. A very brief look suggested that most of the scholarly papers were concerned with the athletic aspects and so, more modern concerns of Indian archery. Widening the search to “Ancient Indian military history” seemed to offer more promising results, but in this superficial survey, nothing specifically dealing with archery in early Indian warfare was discovered.