Notable features are using d10s for combat (variable # of dice per unit class rolling against a defence number type scheme) and morale tests, with the morale tests occurring at the start of each players' turn.
Unit morale is tracked over three stages - normal, shaken, routed - and units also track hits, with each hit a permanent subtraction from the unit's morale number, making it more likely they will fail the test and drop a level.
This leads to units being worn down by the accumulation of hits until they become shaken and then next morale failure sees them gone, probably taking a few others with them.
There are a few 'fast-tracks' to shaken - hitting units in rear, etc - so exploiting that is probably a key tactic for old hands (which I am not!).
Nice clean turn sequence and fairly easy to get the hang of.
There are lots of ways to classify units (type, grade, drill, regular/irregular, open/closed order, missile/non-missile, etc) so you can build troops to match your own ideas as desired.
It's quite different from what I've been playing the last few years, but I like it. It has the wearing down and morale collapse dynamic you get in Lost Battles but at a more tactical level. It was also a nice change to see both manoeuvre and combat featuring more concretely (as opposed to more abstractly) on table, and lines ebbing and flowing rather than either being there or not being there.
My biggest issue at this stage is with the markers required to track morale level, hits and disorder. I'll need to organise a system so that I don't have unsightly clutter on the table.
Anyway, nice rules, I think. Would be interested to hear if anyone else has played or is playing them.
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|Action on the Sertorian left|
|The Sertorians attempting to make a Pompey sandwich, but the bread is straining...|