Battle Report DBMM 580pt per side
Early Achaemenid Persian vs Later Greek Hoplite (Spartan)
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Deployment
Persians
5 main lines of troops,
1st line spread out were the Skythian Bow
2nd line the levy archers
3rd line on both wings the Sparabara, the centre had the Scythed chariots
4th line in the centre the Immortals
5th line in the centre was Xerxes golden chariot, archer tower, guard cav and the Lydian Hoplites inferior Spear
Hmmm. In future, I'd recommend the Horde go in the rear. They're never intended as fightin' troops.
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DBMM Rules
Generally the game worked well with the following observations:
1. The rule that irregular Greek Hoplites are spontaneous seems strange. This means they break ranks unless controlled which seems against everything I have ever read about the importance in Greek warfare of staying in a line.
It's an interesting one, but I think the justification is that while staying in line was important, sometimes hoplites got a bit excited and forgot their training.
2. The archer tower was 8 cm long, the normal full move of a hoplite. At one stage a hoplite had recoiled the tower several turns in a row. In this scenario it would have been more logical for the tower to have been destroyed.
I think you got the rules wrong here. War Wagons don't recoil, unless they're (S) in close combat with troops behind PF (that is, an attack against a fortification). Therefore, if they don't recoil, they just stand there. You have to double the WWg to destroy it, or use one of the troop types which provides for a quick kill.
Also, just for the record, I take it from your mention of the 8cm deep base that this was the distance you recoiled the WWg. Regardless of its base depth, no element recoils more than 4cm (Recoiling elements, p40).
3. No formal units means that the hoplite line were able to peel off the flank hoplites element as required to face off against out flanking cav.
The justification here is that the element is assumed to be the "...smallest sub-unit or body capable of independent action..." (Troop representation and depiction, p3). This is a concept which has carried through from DBA and DBM. It was radical when introduced back in the early 90s, and most of us got used to it pretty quickly. It can be a bit of a step for those who are used to having their troops grouped in fewer units. The key is not getting so carried away that your groups turn into a rabble of individual elements you lose control of. There can be times in games that the best thing to spend PIPs on is putting your troops back into groups.
4. Double based bow/spear units are very good. I would rank them superior to 2 ranks of hoplite in that the second rank of bow provide rear support.
The rear rank of Bow only provide support in the enemy bound. But so, for that matter, do Spear. Therefore, in each turn of combat, the active troops would have a basic factor of 4, and their opponents would be 5. Also remember that if the Bw (X) are irregular, they fight as Sp (I). Together, these should have given the hoplites a slight edge in all the combats.
5. Bow units by themselves have been found to be almost useless unless double based with spear.
Quite possibly. If you're talking about Bw (I), they probably need to be in 3 ranks or up a hill.
6. Levy troops (Horde O) were surprisingly useful and well priced at 1pt. Although the cost for losing them is set to too high at equal to an Athenian Hoplite.
The hoplites are presumably Sp (O), in which case they're 1 Morale Equivalent each, to the Hordes' 0.5 ME each. The best place for Hordes is in the rear. The only other use for them is to send out individual Hd elements against impetuous troops in order to break up their lines.
7. Spartan Spear at 7pts vs Irreg Spear at 4pts. For my money I think the 4pt unit is better value, also the loss of a Spartan counts the same as the loss of 4 normal spear units.
As above. The Sp (S) are 2 ME each, making each worth only 2 Athenians, not 4.
8. Don?t use the ?averaging?, PIP dice option, the Persians did and I believe this contributed to their loss.
Agreed. Averaging all three dice will cost you an average of 1 PIP per turn (if my maths is right). If you can't come up with a better idea, average the two lower PIP dice only. Alternatively, redesign your army in such a way that one command will work with a low PIP dice.