1st Illyrian War – second year
Encouraged by the success of the previous year’s reconnaissance in strength, Gaius Quilpius Aquaticus planned a second invasion of Illyria. Having experienced, at first hand, not only the strengths of the Illyrian pirates but also the weaknesses of the Roman fleet, Quilpius planned well. The Socii Navales were pressed to provide more ships to replace those lost the previous year and an intensive training schedule implemented. The fleet was also equipped with ballistae and towers for all the quinqueremes. Thus strengthened Quilpius felt confidant enough to face the Illyrian fleet once again.
After an uneventful crossing Quilpius took care to land the fleet’s sails and other unnecessary equipment before offering battle. Fearing the Illyrians superiority in numbers, Quilpius took shelter amongst a number of small islands, deploying in 2 squadrons in line ahead. The approaching Illyrians stood out to sea, where they hoped to use their greater numbers to outmanoeuvre the Roman fleet They deployed in 3 squadrons, each in line abreast, with a central squadron of quadriremes and triremes flanked by 2 lighter squadrons of mixed biremes and liburnians.
Roman Deployment |
Illyrian Deployment |
The Roman Fleet Struggles Through the Straits |
The Illyrian Attack |
General Action |
The Illyrians Pass Through the Shallows |
The Illyrian Right Flank Breaks |
So it does look like I managed a relatively large solo battle using these rules, but how easy was this to play and how was the experience? Luckily,it seems that, at the time, I did make some notes.
The fleets were designed as equal points forces, without taking into account crew quality etc. The rules have a table for randomly generating these attributes which works quite well. Hence, the fleets may differ slightly in points value due to the affect of the crew and command qualities. Generating the crew and command qualities in this way can give rise to some interesting combinations. In this battle the best crew (veteran) were in the Illyrian centre squadron but were led by the fleet Admiral who was inept!
The rules use a card activation system, which is excellent for solo games. There are 7 cards in the deck – 6 action phase cards (3 per side) and 1 intermediate phase card. Ships move, carry out ram attacks and rakes and archers shoot during the action phase. Ships also attempt to separate after rams during the action phases. Ballistae fire and boarding actions are carried out, for both sides, during the intermediate phase.
This can lead to some exciting action as for instance a ship ramming in its side’s first action phase then has 2 possible action phases left to attempt to extricate its ram and separate the vessels. However, the intermediate phase may occur first in which case the enemy can attempt to board. Similarly, ballistae fire is potentially quite powerful and a draw giving 2 consecutive intermediate phases can make ballistae fire truly devastating.
There is some bookkeeping involved, as record is kept of the ship’s current damage levels (light, medium, heavy, severe, sinking). Damage / casualties can also occur in a variety of ways and record must be kept of the ships maximum speed, oar factors, marines, archers and equipment. Nevertheless, a ship’s data can be kept to a single line and I was able to keep record of 47 ships using only 2 A4 sheets of paper.
All in all these are an excellent set of rules and work well for solo play.
A very favourable result I would say. However, there is a curious postscript to this. Not too long ago (we're talking years not decades!) I recall putting on a multi-player game at the club and coming away quite dissatisfied. Maybe these work better solo? Hopefully, the next play test may shed some light on this nautical conundrum.
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