15mm Carthaginians versus Polybian Romans (Conquerors and Kings ruleset)

Today we tried out a new (to us) ruleset: Conquerors and Kings, a grid-based system. I've been thinking about grid-based systems for a while, so it was interesting to try one out for the ancients period. A few thoughts from it: the grids limit manoeuvre along rectilinear lines, so there is far less of sweeping end-runs with cavalry and more of a locked-horns push: in our game, the push of infantry in the centre was a scrum that went back and forth as the game progressed, and finally ended only in exhaustion as one side (mine, the Carthaginians) could not sustain the casualties. There are a lot of dice to roll (always very satisfying) and the re-roll mechanic gives a sense of control and autonomy (or perhaps the illusion thereof - in every case it was clear I had to re-roll because the initial roll was not in my favour anyway). 


I started the battle by using the elephants out in front, wary of their limited effect as well as their tendency to run amok. I didn't actually know whether or how the rules modelled this, but years of playing scenarios in this era have led me to assume that all elephants are loose cannons that are just as dangerous to their own side as to their opponents, so I decided to get them out of the way as soon as possible.

The clash of infantry in the middle grids was very much a back-and-forth scrum that saw the upper hand change time and again.


Perhaps the highlight of the game for me was being able to get control of a hill overlooking the Roman left flank and fight a decisive battle there. The middle and left most decidedly did not go well for me, but at least there was progress here - and a fun little manoeuvre with the skirmishers shooting down from the cliffs onto the Romans!


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