Showing posts with label Rojas y Malaret. Show all posts
Showing posts with label Rojas y Malaret. Show all posts

Friday, 14 January 2022

Battle of Metauro revisited

 In the closing weeks of last year Anthony and I decided to take his 54mm Battle of Metauro game for another spin, originally this was a board game made in Spain by Rojas y Malaret, Anthony took the original board and had it blown up as a gaming mat for 54mm toy soldiers, here's how the game works: (click on the images to enlarge them)


With the German (Hausser) version of the game you could purchase additional extension packs to increase both the number of figures on the board and also the variety of troop types, such as archers, light infantry and Gallic allies.  Accordingly, Anthony has been building up his collection of DSG Roman and Carthaginian forces in line with the expansion packs available for the original game.


The game opens with troops being placed on the squares with coloured triangles (each individual figure represents a unit), each square can contain 3 infantry, 1 infantry and 1 cavalry, 2 cavalry or 1 elephant.  You can have less figures on a square but you can't exceed these numbers per square, this can have an important impact on movement and combat later in the game.


Movement distances are 1 square for infantry, 2 for elephants and 3 for cavalry.  Woods and ruins provide cover and can only be entered by infantry.  Squares with rocks are an obstacle, they can't be entered or passed over by any troop types. Infantry in cover get a bonus in combat.


A unit moving into a square adjacent to a enemy must attack, combat takes place between individual units and the attacking player decides the order of combat, both sides roll a D6 to decide the outcome.  Highest score wins, 1, 2 or 3 have no effect, 4 or 5 cause the loser to retreat 1 square (2 squares for elephants), 6 is a kill and the losing unit is removed from he board.  If both sides get the same score (including bonus modifiers, see below) there is no effect.  A unit can only take part in combat once in each move turn.

There is no bonus for the attacker but infantry in cover get a +1 added to their score.  Cavalry always get a +1 in combat while elephants get a +2.  Only the Carthaginians have elephants (obviously) but to even things up the Romans get 3 designated figures who can attack and force the elephants to retire. 
 

Rivers can only be crossed at the fords indicated by stones, the central rocky plateau (shown here in orange) counts as cover for infantry, the rocks on three sides around it are impassable.

After combat, a losing unit forced to retire must move into the square directly behind it (elephants retire 2 squares), subject to that square being accessible to the retreating unit type and having enough space to accommodate them i.e. a cavalry unit can't retire into woods or into a square containing 3 infantry, 2 cavalry or 1 elephant, but can retire if the square is empty, has 1 infantry or 1 cavalry on it already.  If the losing unit cannot retire onto the square behind, it is destroyed.  This can be particularly problematic with elephants, you need to keep plenty of retiring space clear behind them!


After each individual unit combat, if one unit is destroyed or forced to retire, the the victorious unit can choose to occupy the vanquished enemies place on his square.  

E.g. 3 Roman infantry move up to an enemy square containing 1 infantry and 1 cavalry. The Roman commander chooses one of his infantry to attack the Carthaginian infantryman, the dice scores are 4 against 3 so the enemy infantryman is forced to retire and the victorious Roman moves into his square, beside the Carthaginian cavalryman.  Next he chooses the second infantryman to attack the Carthaginian cavalryman, the dice scores are 4 against 5 but the cavalryman has a +1 making 6 so the attacking infantry unit is destroyed and removed, but the victorious Carthaginian decides to stay where he is and not occupy the Roman infantryman's square.  Finally the Roman commander uses his third infantryman to again attack the Carthaginian cavalryman, who can't fight back because he has already been in combat this turn, the Roman throws D4 forcing the cavalryman to retire and moves into his square.  

At the end of this move turn this leaves the 2 Roman infantry in the square adjacent to the Carthaginian infantry and cavalrymen who have been forced to retire.  It is now the Carthaginian move turn and they must attack the 2 Roman infantry units in the adjacent square, both side are effectively pinned.  If the victorious Roman units had not advanced into the vacated square during the last round of combat described above there would have been a gap between both sides and the Carthaginian units would have been free to redeploy.


The game is won by killing your opponent's General or occupying both of the camp squares on their baseline.  

Simple, quick play rules, easy to learn but with subtleties that can cause a few unpleasant surprises, the game system is very well suited for use with 54mm toy soldiers and increasing the number of units in play adds greatly to both the visual impact and tactical opportunities.

In our previous game we tended to try and occupy the areas of cover which dominate the centre of the board in order to acquire the +1 combat bonus for infantry and it became a bit of a slugfest there with the mounted units dancing around on the periphery.  In the game pictured above the Carthaginians allowed the Roman infantry to occupy the ruins in strength and left cavalry units hovering around to block any attempted breakout, effectively turning the ruins into a POW camp.

Tuesday, 17 August 2021

Batalla del Metauro

 From the same stable as the Battle of the Little Big Horn game that Anthony and I played back in June comes this Punic Wars game based on the Battle of Metaurus.  Originally designed and published in Spain by Rojas y Malaret, as part of a series of games called "Great Battles of the World" then subsequently produced under licence in Germany by O.M.Hausser.

This is the box art for the German version of the game, which Anthony acquired and then had the board copied onto a 6'x4' mat so that we could play it using 54mm toy soldiers.

It's a different layout to the Little Big Horn game but you can see that the graphics are the same style.  This is the Carthaginian end of the board, forces start with the river behind them and on the base line behind the river, either side of the tree, are two standards, the object of the game is to kill the enemy General or capture both standards.  Possession of the elephant should have been a game winner, sadly I proved to be no Hannibal!

At the Roman end of the board the troops start off in wooded country and have two cavalry units, pitching mobility against the greater combat strength of the Carthaginian elephant unit.  In the centre of the board there is an impenetrable mountain range with surrounding woods and an area of ruins.

Terrain features such as woods, ruins and the mountainous areas in orange are accessible only to infantry, but the lines of rocks are unpassable to all.  These features provide cover and give a combat bonus to the infantry occupying them.  The river can only be crossed at the three fords.

The figures we used were 54mm Romans and Carthaginians made by DSG of Argentina.  The dark line running across the board is just where the original board was folded, it has no bearing on the game.  

The ruins in the centre of the board became the focal point of the battle and changed hands several times.  The trees, rocks and ruins don't come with the game, we just added them to improve the visual aspect.

The Roman cavalry were put to good use running rings around the slower moving Carthaginians.  We played the game using the original rules and numbers of  figures, combat and movement are similar to the LBH game so very easy to pick up quickly.  With the original game you could also buy add on units to represent different troop types and there was also an additional rule for combat with elephants.  The game took about an hour to play and going forward we agreed that it would give a more challenging and better looking game to increase the number of figures used.

This is the contents of the Hausser box, the infantry and cavalry are 40mm Elastolin figures, they incorporated the original elephant made by Rojas y Malaret from the Spanish version.  This box has had an add on set included as the Metauro game only came with one elephant, there was another game based on the Battle of Zama, which had two elephants.  The Zama game also has a different board layout, it is played across an open area with stockade encampments at either end.

These are a couple of the figures from the original Rojas y Malaret game, the infantry (which I couldn't find when photographing this) are a bit over 54mm, the riders here are 54mm but you can see that the horse and elephant are not to scale.  The elephant is a solid one-piece plastic moulding.

Saturday, 26 June 2021

Battle of the Little Big Horn

Anyone who was a schoolboy in the 1960's will remember the Waddingtons board game of the Battle of the Little Big Horn, it came with some rather nice 40mm figures of General Custer, his 7th Cavalry and the opposing Sioux and Cheyenne Indians.  Well sometime last year Anthony had the original board copied onto a 6'x4' mat for use with 54mm toy soldiers but the ensuing pandemic has prevented us playing it, until today, which by the purest of coincidence happens to be the 145th anniversary of the actual battle.

The Indian camp beyond the Little Big Horn river, the red triangles show the starting places for the Braves on foot, the blue triangles are the starting positions for Custer and the 7th Cavalry.  Model trees and tepees give a bit of definition to the flat board.

At the other end of the board the red triangles show the starting places for the mounted Indians and their Chiefs, rock formations give a 3D effect to the board.

The figures we used were from the Britains Deetail range, the beauty of these is that they have metal bases which prevent them falling over all the time.

Victory conditions for the 7th Cavalry is either to escape across the river and exit the board with their flag or kill all of the three Indian Chiefs.  Victory conditions for the Indians is to kill Custer, his two officers and capture the flag.
 
We played a trial game with the original rules and number of figures, we were surprised at how subtle and tactical the rules were, mistakes were inevitably made on both sides but in the spirit of good gamesmanship we helped each other to avoid the most disastrous outcomes.  The game took about two hours to play and as you can see above it reflected the historical outcome.  It was great fun, surprisingly challenging and we felt the game system could easily be adopted to other low intensity irregular conflicts, I already have a late 1940's French Indochina project in mind.

For those who like a bit of toy soldier trivia with their wargame reports this is the first version Zang/Herald tepee from the Indian encampment set.  I don't know if you should call this rare or just hard to find but it differs from the ubiquitously common second version by having a short entrance flap with four diamonds above while the later one has a larger flap with just two diamonds above.  Not many people know that.  You really do have to be a boring old fart to be interested in this sort of minutiae! 

And yes, it really was a complete coincidence that we played this game on the anniversary of the actual battle. We got so drawn in we could almost have been there on that fateful day in 1876, imagination can take you to these places, good job they don't let children get a taste of it.