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Subject: Cynoscephalae - a simple session rss

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Scipio O.
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I recently got the Simple GBoH rules and am getting up to speed on them. Although I've greatly enjoyed playing SPQR, the full rules are undeniably weighed down by the many layers of chits and die rolls, and the designers know it - thus SGBoH. I have played Cynoscephalae a number of times with the full rules, and this run through definitely felt different. SPQR is a very rich and enjoyable game, and the full rules in my opinion are educational and enjoyable to read. It's too soon to determine how I feel about the "simple" system, but having games finish in less than 4-6 hours is a big plus.



The Macedonians got things started by ordering the column of phalanxes up the hill on Philip's left, and seizing initiative to launch a cavalry attack on the right.



The Romans lurched up the hill toward the imposing double phalanxes, and were mostly bounced back harmlessly (to the phalanxes, if not themselves). It was not an auspicious start for Flaminius.



Things took a different turn after the Romans finally activated their elephants.



Several Macedonian units literally melted away under elephant attacks, including a powerful phalanx on the left - unable to withstand a hit from its flank. Numerous light infantry units also fled the field.



A second determined push up the hill by the legions in the center was costly to the Romans but did force one double phalanx to retreat with heavy cohesion damage. Breaking the phalanx front and opening up flank attacks is central to the Romans' prospects. And in the center of the field the Romans seized the highest ground, scattering light infantry around them.



But the Romans overall losses were high, not at all helped by the total collapse of their left wing. Macedonian heavy cavalry were pushing past the small line of velites and headed for the rear of the Roman center line.



A morale check - just before Philip would have responded to the Roman push - found the Macedonians hurting but well ahead in the race to force withdrawal. And the dispersed and weak Roman units in the center do not really have the look of an army about the carry the field. We'll never know, however, because again (as I detailed in a prior Ilipa session) our cat interfered while I was away from the desk - in pursuit of the 10-sided die - and the battle had to be abandoned.



I still haven't found the die.

One aspect of the simple rules I need to figure out is the fact that no longer does one cycle through every leader on the map. The new activation rules seem to require more of an effort to be strategic and deliberate, because the rules don't force orders across all the formations.
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Kev.
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I think he means TQ level check.
Scipio
Thats why I like to use the full GBOH command rules and activation rules with SGBOH rules for the rest of the system.
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Scipio O.
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TankBoy wrote:
A morale check? How does that work?

Sorry; I mean checking how close either side is to reaching the army withdrawal level and losing the scenario.
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Ryan Powers
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My take on the SGBoH rules:

I really don't find them simple enough to be worth the effort if I'm actually looking for simpler. However, I do find them faster. Which I agree, is certainly a plus.

They seem to handle the more straightforward stuff well enough, but can get occasionally wonky in the weirder scenarios. Because of that I found myself playing some with the SGBoH rules and some with the normal rules. Then I decided I'd rather not juggle so many rules sets and since the full ones handled some scenarios better than the simple rules did, I ended up abandoning SGBoH.

That said, they're really a pretty nice set of rules for a majority of the battles. I just grew tired of trying to remember which rules applied each time. Much like my current issues playing ASLSK where the hardest part is figuring out which ASL rules are and aren't in use.
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Rob Tyson
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hipshot wrote:

Thats why I like to use the full GBOH command rules and activation rules with SGBOH rules for the rest of the system.


I've also been thinking that this is probably the best way to play. The command and activation rules in SGBOH are just too bland for my taste.
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Scipio O.
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RobTys wrote:
hipshot wrote:

Thats why I like to use the full GBOH command rules and activation rules with SGBOH rules for the rest of the system.


I've also been thinking that this is probably the best way to play. The command and activation rules in SGBOH are just too bland for my taste.


Is it really that simple? I was giving it a try and somehow it didn't see to fit organically in the new system.

With the full rules, I frankly just max out on die rolls and chit placement. Lines advance, leading to defensive and advancing fire, then pre-shock checks followed by actual combat and routing... For even 10 units (let alone a whole front in Cannae), that could be 50 die rolls and 20-30 cohesion hit placements or adjustments.
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Kev.
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SPQR (Deluxe Edition) » Forums » Sessions
Re: Cynoscephalae - a simple session
Scipio Oaklandus wrote:
RobTys wrote:
hipshot wrote:

Thats why I like to use the full GBOH command rules and activation rules with SGBOH rules for the rest of the system.


I've also been thinking that this is probably the best way to play. The command and activation rules in SGBOH are just too bland for my taste.


Is it really that simple? I was giving it a try and somehow it didn't see to fit organically in the new system.

With the full rules, I frankly just max out on die rolls and chit placement. Lines advance, leading to defensive and advancing fire, then pre-shock checks followed by actual combat and routing... For even 10 units (let alone a whole front in Cannae), that could be 50 die rolls and 20-30 cohesion hit placements or adjustments.

exactly.
 
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