Thursday, March 10, 2022

SPARTANS vs VIKINGS: Part 2




For this second of a planned six scenarios wherein the sons of Sparta faced off against the sons of Ragnar Lodbrok (or Lothbrok), I would make use of Rick Priestley’s Hail Caesar rules. (For the first installment of this ahistorical experiment, please see “Spartans vs Vikings: Part 1,” posted to this blog on January 17.)


The Armies

The Spartans were drafted from the Hoplite Greek army list found on page 34 of the Biblical & Classical Supplement. Additional information was borrowed from the “ ‘With Your Shield, Or On It’ - Summer 426 BC” battle report, provided on pages 122-127 of the rulebook. There were four divisions of heavy infantry (hoplites with long spears), each formation containing four standard size units. Three of the divisions had attached skirmishers, small units of helots armed with slings or javelins. The “true” Spartans benefitted from a number of ‘specials’ such as being drilled, stubborn, elite, and the phalanx rule. Other formations of hoplites were drilled troops with a lower phalanx rule modifier. The Spartans fielded no cavalry or light infantry. 


The Vikings were drawn from the Vikings army list found on page 42 of the Late Antiquity to Early Medieval Supplement. Additional information was secured from “The Battle of Brunanburgh 937 AD” scenario reported on page 154 to 161 in the colorful rulebook. The Viking army was essentially a mirror image of the Spartans. There were four divisions, each containing four units of infantry. The Vikings only had eight units of heavy infantry, split, albeit not evenly, between Huscarls and Hirdmen. The other eight formations were Bondi. The Vikings had three units of skirmishers (two armed with bows) and one unit of light infantry archers. Like the Spartans, the Vikings had no mounted contingent. Their single Huscarls unit was fairly loaded with ‘specials’ such as stubborn, elite, tough fighters and valiant, to name just four. Some of the Viking heavy infantry also enjoyed the benefit of berserkers, which gave them an initial impetus or additional dice in the first round of close combat. 


The Terrain

For this second counterfactual contest, I decided to repurpose the terrain used in the “ ‘With Your Shield, Or On It’ - Summer 426 BC” scenario. The Vikings would take the place of the Athenians and so, enjoy the advantage of the sunken road on their left. The Spartans would reprise their original role, advancing with an olive grove on their left, a patch of scrub on their right, and the slightly angled roadway to their front. Generally speaking and noting again the exception of the sunken road (more like a slight depression, really), the fictional battlefield was comparatively flat, plain, and rather green in its overall color.


At the last minute, a long, low hill was added to the Spartan side of the field, so as to break up the flat, plain, and rather green landscape. 


Deployments

The Viking commander, Ivan Longbeard, drew up his four units of Heavy Infantry Huscarls and Hirdmen to the right of the sunken road. A small unit of Thrall skirmishers was posted in front of this fearsome-looking line. Another division of Heavy Infantry Hirdmen was drawn up to Longbeard’s right. These formations were essentially the same as the commander’s, though they did contain fewer berserkers. This formation had some skirmishing archers ranged across its front. Another small unit of archers screened the division of Medium Infantry Bondi which held the right of the line with four units. Back over on the left flank, hidden in the sunken road, were three units of Medium Infantry Bondi. The only indication of Viking troops on this flank then, was the unit of Light Infantry Bondi (archers) standing in front of the depression/sunken road and the single unit of Medium Infantry Bondi standing in some scrub behind the sunken road.  


Four divisions of Spartans, each consisting of four units and three of the divisions having a small screen of skirmishers, were deployed in a slight echelon arrangement. King Pilates was on the right with his best troops. Two more phalanxes of Heavy Infantry Hoplites were positioned to the left of these veterans. The far left of the Spartan line, where the olive grove was located, was held by a group of Allied Heavy Infantry Hoplites screened by a small band of slingers. 


Picture 1 / Taken from the left end of the Spartans deployment, looking down the simplistic battlefield. The Viking warriors draw up their line along the road; their far left division hidden by the sunken road. A very slight “stair step” arrangement can be seen to the Spartan line of battle. Both sides have a handful of skirmishers deployed as well. 



Picture 2 / A close up of the best Viking formation: 4 units of Heavy Infantry Huscarls & Hirdmen benefitting from a number of “specials” and led by the army commander. 



Picture 3 / The Spartan counterpart to the best Viking formation, this photo shows the most experienced division of hoplites advancing through some scrub. The orderly ranks of the heavy infantry are quite evident as are the number of “specials” assigned or attached to each unit. The red dice showing an 8 indicate a successful command roll, as the leadership rating of the Spartan army commander is 9.



Summary of the Contest

Unusually, the Viking formations elected to remain stationary for most of the engagement. Their men, including those hidden in the sunken road, were ordered to wait until the Spartans and their allies had advanced to within heavy weapon throwing range. Frustratingly, the Spartans and their allies were beset by poor command rolls. When two orders were given, only one would be heard and obeyed; when one order was given, the men apparently or simply ignored their officers. This was especially true on the left of the line, when the allied hoplites spent a few turns “lounging” in the olive grove. 


Picture 4 / Over on the Spartan left flank, a division of allied hoplites would have problems navigating a minimalist representation of an olive grove. The command roll shown is greater than the leadership value (very nearly a blunder), therefore, the progress of the division is halted until another turn allows another chance. 


Eventually, the handfuls of skirmishers screening each side came within range of each other and arrows, javelins, and sling stones were soon flying to and fro. On the Viking left, their light infantry archers did rather well against the protected-by-large-round-shields heavy infantry advancing at a slow walk. Withdrawing into the terrain feature and behind friendly lines, the Viking archers could be satisfied with a job fairly well done. This was the extent of the fighting on this wing however, as neither side elected to negotiate entering or exiting the sunken road in order to engage in close combat. 


The first and perhaps deciding melees of the battle took place on the Viking center-right. Instead of waiting patiently for the Greeks to advance, the Viking warriors moved out to meet them a short distance from the road. As might be expected or imagined, the fighting was fierce. The Spartan hoplites would reap the benefit of favorable dice, even though the Vikings adopted a shieldwall formation. A Viking unit on the right was pushed back and then routed. This was followed by another damaging combat, which left the Viking unit shaken. In ten more minutes of fighting (an estimate to be sure), the Viking division crumbled and a rather large hole appeared in the Viking defensive line. 


Picture 5 / This is a snapshot of the action between the Spartan center-left and the Viking center-right. The small skirmisher screens of both sides have been withdrawn to let the heavy infantry formations engage. The Vikings have adopted a “shieldwall” by closing their ranks. While this tactic provides for a greater save modifier it also restricts their ability to dole out punishment. As can be seen in the photo, one unit of Vikings has been forced to give ground in disorder. 


As this situation was evolving, some Medium Infantry Bondi grew tired of waiting for the allied hoplites to stop eating olives and advanced in order to pick a fight. There was also the passing thought of perhaps slipping a unit around the Spartan center-left or center-left rear. Just forward of the olive grove, the two sides met in a fairly loud collision of shouts, shields, shoving, and spears. The allied hoplites quickly gained an advantage over the Bondi infantry and were soon in a position to threaten their right flank. Once again, however and unfortunately, command rolls were failed and the opportunity to destroy another division of Viking warriors was lost. 


Picture 6 / Over on the Viking left, the warriors in the sunken road remain in place while the Spartan hoplites slowly advance. The Viking archers have inflicted several hits of the Spartans (note the red markers on the one unit), but neither side wanted to move across or out of the terrain feature. Essentially, this flank wound up being a kind of staring contest while the battle was being waged elsewhere.



Picture 7 / Since the allied hoplites were having trouble moving through the olive grove, a division of Medium Infantry Bondi decided to go and meet them. As the dice would have it, the hoplites got their act together and were able to engage the Vikings just outside of the grove. The combats went against the Viking warriors, and their right flank was turned. However, in the course of the fighting, they did give the allied hoplites a bloody nose. 


Back in the center of the field, to the right of the sunken road, another melee developed between the best Viking formations and what might be called the second-best division of Spartan hoplites. In these back and forth melee rounds, the to hit and  to save dice favored the Vikings. Although one of their units was forced to give ground, the Viking line was able to mete out more punishment against the hoplites. In fact, one unit was broken and another was shaken from accumulated losses. True to his nature, Ivan Longbeard was in the thick of the fighting. His presence and actions certainly helped, but in one round of the chaotic melee, he was wounded and promptly removed to a safer portion of the line. His warriors did not lose heart, however. 


It was only upon discovering that the division to his right no longer existed and that a few enemy formations were approaching his exposed right flank and right rear that Ivan swore mightily and then, after wincing as another bandage was tied around his wound, issued orders for his men to disengage and fall back. 



Picture 8 / This shows the fighting in the center (the Viking center-left and Spartan center-right) as two rather good formations of heavy infantry engage in a protracted struggle. With their heavy throwing weapons and combat steadfastness, the Vikings are able to inflict quite a few losses on the enemy formations. Even though one unit was forced to retire in good order, the fight was maintained. The Viking commander entered the fray and though he was wounded, he helped to turn—at least temporarily—the tide. 



Picture 9 / Another view of the Viking right flank, showing the reduction in the size of the division fighting the allied hoplites. Fortunately for the Vikings and unfortunately for the Spartans, the allied hoplites were not able to capitalize on their local advantage. The Bondi proved quite stubborn. 



Picture 10 / A view from the Viking right looking down the field after the Viking center-right had been routed. Three units of hoplites can be seen past the road, but these formations need to wheel and reorder their ranks before making a concerted or piecemeal attack on the exposed flank of the Viking center-left. Sufficient to say, the Viking line of battle had been breached and the Viking position was in trouble. 



Picture 11 / Taken very near the end or when the scenario was halted, this shows the Spartan hoplites having made those aforementioned wheels but slowed by poor command rolls. The Viking center-left (the best formation) is occupied to its front and vulnerable on its right and rear. The piercing of the Viking line and the very real threat to their best division forces the now wounded Viking commander to order a retreat in the face of mounting pressure. 


Remarks

Nine turns were played until the decision was made to halt the scenario. In strict terms of numbers, the Vikings had lost six units compared to just two units broken on the Spartan side. There were two or three Spartan/Allied units that were rather worse for wear, but on the whole, the Spartans were in a much better position when the fighting was stopped. The Viking line had not been “rolled up,” and the flank of its center-left formation had not been attacked, but this was inevitable. Indeed, when the center-right Viking formation gave way, I considered awarding the field to the Greeks, for I wondered what army could or how an army would maintain its morale when a fourth of its strength had been defeated and a rather large hole had been made in its line of battle. 


The Hail Caesar rules are certainly colorful and rather complete, but they are not complex, at least in terms of putting together a piece of Ikea furniture way. I do find the rules to be a little cumbersome, however. This subjective assessment stems from the number of dice that need to be rolled and the number of variables or factors that have to be taken into account for each melee. For an abbreviated example, when one of the better Viking units attacked an opposing unit of Hoplites, I had to decide if the Vikings would “close ranks” so as to adopt a kind of shield wall formation. That choice made, I picked up seven dice and rolled them, looking for results of 4, 5, or 6. If I declared a charge, then I could also count 3s, but I would not be able to “close ranks.” The number of hits would be the number of save rolls made by the Spartan unit. In turn, the Spartans would get to roll to hit the Vikings and these warriors would get to make saving throws. The basic mechanics of melee are “complicated” by the various characteristics a unit may have. For example, if the Vikings are “tough fighters,” then they get to reroll one missed attack or to hit die. For another example, if the Viking unit contains Berserkers, these animal-skin-wearing warriors are rated as “wild fighters,” which might provide 1, 2, or even 3 re-rolls, but only for the first round of melee in a battle. So, overall, more die rolls and more modifiers depending on the circumstances. To be certain, it adds some flavor, color, or “chrome,” but personally, I find it a bit tiring. I would rather roll one or two dice to resolve a melee rather than 17, 18 or even more when factoring in hits, saves, and morale checks. Ideally, I should like to find or perhaps even develop some middle ground or compromise between these “extreme” ends of the melee resolution spectrum. 


Shifting to a direct comparison/contrast with the last set of rules employed, the command and control mechanics in Hail Caesar are quite different from those used in Armati 2nd Edition. The ragged or disorderly advance of my hoplites stands as a case in point. Instead of a uniformed or measured movement across a relatively simply battlefield, my hoplites started and stopped or just decided to take an extended lunch break in an olive grove. At one point, on a blundered division order, several units of hoplites suddenly decided to “drift left.” Fortunately, there were no friends in the way, but I thought it odd that hoplites would “drift” in the opposite direction of where they normally tend to move so as to keep within the protection of their neighbor’s shield. There was also the case of a single unit of Vikings (over on the left, behind the sunken road and not hiding in it) that blundered and made an “uncontrolled flight” right off the battlefield. I pondered what impact this development might have had on the other units in the division. I wondered if the unit should be allowed to rejoin the scenario once the men had changed into clean trousers. I wondered too, although perhaps a turn or two too late, if seeing this would have inspired the opposing Spartans to give chase and thus, get “sucked into” the rough ground of the sunken road and a fight against its garrison. 


I have not calculated the points value for either army involved in this latest scenario. I do know that the unit numbers were essentially equal. Each side had four division containing four units each. Neither side had any cavalry, and both sides were accompanied by a handful of skirmishers. The Vikings had a slight advantage here, in that they deployed a unit of light infantry archers. It might be remarked that the terrain favored the Vikings, but as no fighting took place in this sector, I think the terrain can be ignored. 


As remarked above, the Viking plans, such as they were, seemed a bit out of character. The Vikings simply stood and waited for the Spartans and their allies to come to them. The Spartans tried to oblige, but the command dice were not supportive of this plan. To the extent that a “shieldwall” formation was adopted, it seems fair to remark that this was and is a defensive posture. In Hail Caesar, if your formation “closes ranks,” then you cannot hit your enemy as easily, but you do stand better chance of saving against wounds or hits inflicted. On further reflection, the “close ranks” option seems more generic than period specific and necessarily so, given the broad sweep of history covered by the Hail Caesar rules and its supplemental army lists. 


In typing up the narrative of the first scenario of this long-term project, I gave myself a grade. I continue that practice here, and believe that a “low B” or “high C” is in order. This scenario was colorful, in its own way, and did, to an extent, offer another experience of what it may have been like if Spartans and Vikings had crossed spears, swords, and shields. However, it was not very engaging or entertaining. I attribute this to the simple design or adaptation of the scenario and to my general dislike of having to roll handfuls of dice to resolve combat (whether missile or melee). I should also like to acknowledge that Hail Caesar appears to function best as a large and social game, involving at least four player-generals if not also an umpire.   


The score in this long-term project presently stands tied at one win each. The forthcoming IMPETVS scenario will give either the Spartans of the Vikings the temporary lead. (Of course, the planned solo wargame could also result in a draw.) I wonder what kind of grade this tabletop battle will earn, if I will be more engaged and entertained, and if I will find a more promising paragraph of rules detailing the advantages and disadvantages of forming a shieldwall? 


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