I'm an ancient military historian and a high school history teacher. Command & Chaos will, I hope, be used in my classes, but I am really working to develop this, if possible, into a publishable game. I'm trying to create a more realistic, yet still accessible and, I hope, interesting game about ancient battle.
My premise is that most games about ancient warfare over-exaggerate many features of battle and that these were the principles that held true in most Mediterranean battles the Romans fought in the 3rd through 2nd centuries BCE
- Commanders had very little tactical control over armies once deployed
- Roman infantry units rarely engaged in tactical maneuvers to outflank an enemy battleline (and vice versa). Movement tended to be in straight lines with little maneuver
- The most important control generals had over combat was deployment of troops, setting of reserves, and boosting the morale of trouble spots in the line through personal intervention
- Most of it was up to the soldiers in the fight who fought, not until their units were destroyed or incapacitated by wounds, but until their morale was too low for them to continue the fight.
So I have been trying to develop mechanics to model a reasonably historically accurate game that is also (I hope) interesting and not too difficult to play.
I've attached rules and the PnP pieces. I would be very grateful for feedback or, even better, play-testing and feedback.
o I'm an ancient military historian and a high school history teacher. Command & Chaos will, I hope, be used in my classes, but I am really working to develop this, if possible, into a publishable game. I'm trying to create a more realistic, yet still accessible and, I hope, interesting game about ancient battle.
My premise is that many games about ancient warfare over-exaggerate many features of battle and that these were the principles that held true in most Mediterranean battles the Romans fought in the 3rd through 2nd centuries BCE
- Commanders had very little tactical control over armies once deployed
- Roman infantry units rarely engaged in tactical maneuvers to outflank an enemy battleline (and vice versa). Movement tended to be in straight lines with little maneuver
- The most important control generals had over combat was deployment of troops, setting of reserves, and boosting the morale of trouble spots in the line through personal intervention
- Most of it was up to the soldiers in the fight who fought, not until their units were destroyed or incapacitated by wounds, but until their morale was too low for them to continue the fight.
So I have been trying to develop a reasonably historically accurate game that is also (I hope) interesting and not too difficult to play.
The prototype is very new and far from polished. I have only been able to test it once or twice myself. So I would be very grateful for feedback or, even better, play-testing and feedback.
That's helpful to hear. Did you mean all record sheets or just the ones that require writing? I found the written ones to be terrible so I added in the PnP a sheet you could print out with spots large enough to use 10mm cubes as markers. I've also entertained using 10mm six sided dice.
It's a bit of a design dilemma. I started with morale and fatigue cubes added and removed to the actual unit cards but it's too visible. Hidden information is more realistic with occasional notifications (so when a unit is at half morale, the player has to put a weakened marker on the unit card to alert the opposing player). But hidden means some kind of recording it seems.
Were you thinking any hidden record sheet is a problem or just the written one? If both, any suggestions for tracking hidden morale and fatigue? I'm really open.
Thanks!