Does
Ancients Stop At Qadesh?
By
Mike Tittensor
My
original inspiration for the period and kindly reproduced with the author's
blessings, here is a most excellent article on wargaming the Sumerian period.
OK,
folks, listen up. We have some of the best campaigns, the prettiest troops and
the mightiest foe-stomping Generals (Rab Amurrim) in history in the Third
Millennium BC and you’re missing out. Let me draw you into the web of
Pre-Biblical Wargaming. Abram is not even a twinkle in the eye of his
ancestors, the pyramids are still considered avant garde modern architecture
(or a monstrous carbuncle on the face of a favourite desert) and Gilgamesh is
top of the Hit Parades. We have wacky troop types, we have mighty Generals with
cunning plans and we have terrifying barbarian hordes sweeping out the deserts
intent on destroying civilisation as we know it. Whaddya mean, you never knew?
Take my hand, gentle reader and let me taint you with Pre Biblical Wargaming:
you’ll never play with those nasty, black-powder bang-sticks again.
Wars
Among the Gods
The
Third Millennium BC was an exciting time
of developing city-states in the region of Mesopotamia, literally the Land
between the Two Rivers, Tigris and Euphrates. Population was rising. More land
was cultivated and the particular need for co-operation in irrigation and
different farming techniques led to increasing specialisation, causing the
growth of cities where trade could flourish in those items that Mesopotamia
lacked. This was pretty much everything
except food. Decent wood, metals, precious items and luxuries had all to be
brought in from elsewhere. Bear in mind that the Epic of Gilgamesh is a
glorified tree-rustling expedition in which our heroes behead the park ranger!
These cities, however, grew and prospered, expanding into previously untouched
land. Naturally they started to compete for land and resources.
To
precis brutally, the period started with the sudden, rapid expansion of the
Uruk culture across the Middle East. This may or may not have been a military
expansion. When Uruk’s network of colonies collapsed you have several centuries
of city states vying for power in what is known as the Early Dynastic Period.
Semitic peoples appear in the region and slowly seem to take over, not
necessarily violently. Finally, Sargon of Agade manages to make his
overlordship stick for a century before it all falls apart and you get a few
hundred years more with small empires bobbing to the surface. Then, Hammurabi
manages to put Babylon in the dominant position in the region, a standing it
maintains for another 1500 years despite visiting hordes of Kassites, Hittites,
Assyrians, Persians and Macedonians until the Seleucids finally decide it’s
time to move house and abandon the site. If this isn’t a period begging for a
wargame campaign then what is?
Your ruler might receive a vision, a prophetic dream or (if he were particularly thick) a message delivered by one of the temple ecstatics saying that the god would really like this sorting out. That means that you will be rounded up, given a spear and shield and told to get out there and reclaim your deity’s property. Fortunately, you can normally rely on the deity being relatively sensible. The gods of the Third Millennium showed a remarkably practical approach to politics and military operations. No great crusades to annihilate the heretic or infidel. Gods in the Third Millennium BC concerned themselves with fields, meadows and trade routes. Practical Divinity for a Practical People. All the texts for the city state wars record that Deity X defeated Deity Y and took possession of the following territory. There may be a mention of Deity Z acting as witness (normally a sign that one of the two cities concerned was a vassal of someone else). So don’t feel bad about war. War is always sanctioned by the divine. You’re on a Mission from God and any booty you get to keep is a bounty from heaven.
Lugals
and Patesis
So
who’s the boss? Well, your city will be probably governed by a patesi, your
god’s vicar. Not the high priest necessarily, although sometimes the jobs could
combine. He’s the chap given the task of making sure that the crops are in,
taxes are raised (particularly on passing merchants with all those wonderful
foreign luxuries Mesopotamia is lacking), the city is defended and everything
runs smoothly. He rules by divine right,
as god’s agent on earth. One of his children is assumed to get the job after
his death, although if he slips on the stairs and falls repeatedly on the
dagger of his chief advisor/ successor then that is clearly the will of the god
too. He lives in a palace and, unlike most of the population, is not covered in
filth. He drinks wine and good beer, eats decent food and buys all those lovely
trinkets the merchants bring in. He maintains the Palace Household. This is
more than just flunkies wandering around with trays of sweetmeats and
performing dwarfs. The Palace Household has workshops producing metal goods, textiles,
pottery and anything else the king thinks the city needs. Its staff get food
and board and probably rewards and gifts as “befits a king’s remembrance”.
Being part of the Royal Household was a secure, safe job. Think of the
Household as being a combination of law court, manor house and industrial
estate rolled into one.
Now,
if your king has aspirations and has knocked around a bit, bringing tribute
from other cities and the like, then he might start styling himself as Lugal,
the king (literally LU.GAL: ‘great man’). Now, the trick is to get other cities
to recognise you as Lugal (otherwise what’s the point?), so you need to go and
raid them a bit….sorry….you need your god to have a domestic argument with
their gods. Then you march your army into their territory and start building
your own empire. Simple.
The
highest honour, however, is to become the acclaimed Nam Lugal (Chief Great Man)
and theoretical King of Kish, recorded in the Sumerian King Lists as the
overlord of Ki-en-gi, "place of the civilised lords". That’s what the
game is about. Follow your god’s orders, smite the foe and maybe, just maybe,
on a stele after your death, they’ll depict you as wearing the horned helmet of
the divine as you crush your foes beneath your feet.
Troop
Types.
So
what do we have for your delights? Well, no elephants, sadly (elephants being
almost as wonderful on a table as a nice ziggurat) and no camels and no
cavalry, well maybe the odd messenger or scout but nothing in the way of a
cavalry unit as such. So what DO we have?
War
Donkeys!
Yes,
huge, unstoppable wardonkeys sweeping across the plain crushing all before
them. Well, sort of. The donkey-onager cross is shown clearly in various steles
pulling those cute four wheeled carts that are sometimes shoehorned by some
rules systems into the term “chariot” with a blokey on top with a load of
javelins (or badly drawn arrows). Certain rules systems see them as early tanks
capable of bursting through enemy units. They are given charge bonuses and the
ability to sweep away enemy foot formations with scary onslaughts…one can only
assume that at this point the rules writers were exercising their legendary
sense of humour. It’s a donkey cart, for heaven's sake! A goddamned donkey
cart, guys! Look at the pictures! These things are no larger than the beasts
you stick your kids on at the beach. These are things that small boys in
Mediterranean countries chase with a stick. Yeah, so they’re onager crossed
perhaps? That makes them no larger just worse behaved. Not that they’re particularly
well behaved anyway. All these things are controlled by is a nose ring and a
couple of straps. The bit hasn’t been invented yet.
Now
don’t get me wrong. I’ve worked with horses; I’ve been charged by police
horses; I’ve watched the Household Cavalry bear down on me and been scared to
the point of bowel release. I respect horses. I respect donkeys too. I’ve known
some nasty Jacks in my time that could get very frisky and quite unpleasant if
denied their druthers. However, a bloke with a big stick and loud voice is
normally enough to deter them from further aggression, let alone a wall of
tightly packed spearmen. The concept of the enemy donkey carts terrorising your
footmen as they hurtle forward….well, it doesn’t really work does it? Come on,
be reasonable. To put the icing on the cake, these things don’t appear to have
flexible axles. The wheels are different (presumably front and back) but fixed.
They corner like a whale. So what are these things doing on the battlefield?
I’m
not completely sure they are on the battlefield all that much. The Stele of the
Vultures shows the cart with the troops on the march not when they are in close
formation for battle. The Standard of Ur shows the carts rolling over dead
bodies not thumping into live people who might object to being stamped on by a
donkey. One letter records a state official bitterly complaining that the cart
he had been given to travel around the countryside had broken and he wanted a
new one otherwise he had to walk. They’re referred to as transportation devices
not weapons of mass destruction. They have minimal combat effectiveness (can’t charge, can’t turn, contains one
bowman/javelin chucker). However, they do have some uses:
Height
1. Standing in the back of your donkey cart, a general can see. He is standing
above the heads of the unwashed hordes around him. He has a fighting chance of
reacting to events in a battle. The donkey chariot gives him battlefield
visibility.
Height
2. Standing in the back of your donkey cart, a general can be seen. “Ere,
sergeant, who’s that bloke sitting in a chariot not covered in filth?” “He’s
the patesi, son. He is the god’s vicar and he tells us what to do. He tells us
not to run away”. The cart gives the general visibility to his troops. They can
rally around him and follow his orders. The cart gives him battlefield command.
Comfort.
As the patesi of the city, you don’t expect His Lordship to trudge through the
filth with the rest of the troops do you? This way, the guy in charge reaches
the battlefield not footsore and weary. From his point of view, a good thing.
Speed.
Not much speed to be sure but when the battle’s lost and it’s time to bug out
to tell the Divine One that he was wrong and that the fields REALLY did belong
to the neighbour’s god, well it’s better to rely on four donkeys with sixteen
legs rather than your own tired legs, exhausted after a day’s battle.
These
reasons alone seem enough to me to justify the use of the carts on the
battlefield. I can also believe that you would gather around you the best
bodyguard troops you could afford. For this latter reason, I have assumed that
the patesi donkey cart had a combat value inasmuch as there are some hefty lads
with axes surrounding it, long before those pesky Hurrians tried to convince
people that horses are the military way forward.
Royal
Guard.
There
are lots of delightfully brutal axe and maceheads in various museums around the
world. Some of the curators have squeamishly put the words “ceremonial” on the
descriptions of artefacts that were clearly capable of braining an Akkadian
with one good blow. . In some cases you can still imagine the blood and matted
hair sticking to these items. Such curators need to have a stroll round their
local ironmongers and see what you get in the way of sledgehammers and mallets
these days. Warfare in the Third Millennium is not a polite sport. It involves
smiting your opponent good and hard in the sure and certain knowledge that you
are doing it for a good cause. That’s why you have some good old boys around
you to keep your donkey cart safe and to finish your opponents off at the
crucial moment. These types I classify as Royal Guard, although there is no
reason for them not to be temple guardsmen or some other elite that you feel
you can justify.
Spearmen
Men
of the Household or the City would be expected to form up in close order for
battle. In some depictions they are shieldless, in others, shield bearers carry
large oblong shields (sometimes studded with what appear to be metal disks) to
form the front rank while other spearmen fight behind them. The much-studied
Stele of the Vultures implies a regular tight formation. The Ur Standard shows
shieldless spearmen. The Victory Stele of Naram Sin shows troops with axe,
spear and bow. One cannot help but draw parallels with the Greek city state
hoplites who formed up in close order shield walls to settle things with their
neighbours a couple of millennia later. The records I’ve seen refer to troops
and garrisons being controlled in multiples of fifty or a hundred. I would
suggest from a purely population point of view that any formations larger than
this would be exceptional.
Armour
seems in short supply with copper or leather helmets, felt cloaks and rather
outrageous sheepskin skirts.
Archers
We
don’t know all that much about archery apart from the fact that there was no
stigma attached to it. Gilgamesh had a bow; the Akkadian kings don’t mind being
portrayed as carrying bows. The palace workshops are recorded turning out
arrowheads of differing weights. Archery appears to have played a significant
part in warfare in this period. Bodies of archers would also encourage the
adoption of the large wall-shields carried by the spearmen.
Slingers
Again,
we know that slings (waspum) were used and manufactured by the palace
workshops. Anyone who’s been there can confirm that there are plenty of rocks
in the Middle East, big juicy ones with nasty edges. Ask any Israeli doing
National Service what sort of rocks the Palestinian kids can throw….we’re not
talking pebbles here. Slingers get a bum deal in most rules being the poor
relation of the bowmen. However, a good sling can take a fully-grown man off
his feet at about 100 paces. I have personally witnessed this when the slinger
was loading only fine Irish potatoes.
Nomad
Levies
There
is a bad habit among historians and archaeologists to assume that just because
the folk who are most visible in the archaeological strata and historical
record are living in cities, that everyone else is doing the same. However, it
is clear that there are still large numbers of non-urban peoples living on the
periphery in a semi nomadic and pastoral lifestyle. They are viewed with
suspicion by their urban cousins, accused of banditry and theft but still
considered very useful for projects that require a lot of labour, such as war.
They are included in the city census, so that they can be taxed and required to
provide manpower. One record we have from Northern Mesopotamia records their
resentment at this. Now no wargame should be without poor quality troops. Where
is the challenge of commanding elite troops who always hold their ground, do
what their general tells them and defeat their foe with monotonous regularity?
Where’s the fun in that? A chimp could win a game with troops like that. These
semi nomadic troops, such as the Suteans, Martu or Benjaminites (Yaminites to
the purest, I know but Benjaminites sounds more fun), could provide levy
quality spearmen and archers as well as some useful skirmishing javelinmen.
They could also provide wild, swirling raiders from the mountains such as the
Kassites rushing down to eliminate the soft city dwellers. A gamer could
exercise his imagination here with exotic levies lurking on the flanks.
Mercenaries
When
war is common and profitable then business will adapt to provide troops.
Whether one is hiring an entire tribe of Suteans for a season or recruiting
those sailors from far distant Dilmun, a troop of regular mercenaries could be
useful to hold the line together.
The
Rules
The
campaign system that I have used below is geared towards the excellent Peter
Pig Rules “Bloody Barons”. I know that it was originally written for the War of
the Roses but it works perfectly well for this period and the pre-battle
sequences make for an exciting and different game every time. However, given
the extraordinary talents of our gentle readers, I have no doubts that this
could be adapted to most rules systems. I would merely suggest that the donkey
carts be treated as donkey carts not Tiger Tanks in the set-up.
Army
Organisation and classification
Each
side is allowed between 650 to 900 points of troops.
Units
are formed from between 6 to 10 bases. One of those bases must be a captain
figure but the rest may be of different types: bowmen, shielded spearmen, or
unshielded spearmen. All bases must, however, be of the same quality in a unit.
Troop
Type
|
Veteran
|
Regular
|
Levy
|
Combat
Value in APs
|
Range
short/ long
|
General
|
50
|
50
|
50
|
5
|
No
|
Captain
|
25
|
20
|
15
|
5
|
No
|
Royal
Guard
|
16
|
N/A
|
N/A
|
4
|
No
|
Shielded
Spearmen
|
13
|
8
|
4
|
3
|
No
|
Unshielded
Spearmen
|
10
|
5
|
3
|
3
|
No
|
Archers
|
9
|
6
|
5
|
2
|
6/12
|
Slingers
|
6
|
4
|
3
|
2
|
4/8
|
Skirmishers
|
N/A
|
4
|
N/A
|
N/A
|
4
|
Wild
Tribesmen
|
9
|
6
|
4
|
Special
|
2/4
|
Skirmishers
use the handgunner rules per Bloody Barons and represent small bands of
annoying desert javelinmen, kids chucking stones and itinerant carpet sellers
intent on making a quick shekel (does anyone do a miniature for this?).
Archers,
slingers and javelinmen may only choose casualties from the front rank of their
targets.
Unshielded
spearmen count as unarmoured for saving throw purposes.
Generals
(Rab Amurrim) 3
Royal
Guard or Veteran Units 0-2
Citizen
Regular Units 2-6
Levy
Units 2-6
Skirmishers
0-2
Wild
Tribesmen 0-4
Scenery
Mesopotamia
has a remarkable range of terrain types ranging from the open steppe between
the two rivers to the marshes of the South to the heavily irrigated field
systems around the cities. There are no decently dense woods in Mesopotamia
hence the trade in timber but there are orchards.
Given
that many of the city-state wars revolved around the capture of agricultural
land, each player should take at least one field system as part of their
initial selection. Each player may decide whether irrigation ditches surround
it or not. The defender may place Fields wherever he wishes on the table. The
attacker may attempt to move fields but may not move them towards his own side
closer than the half way line. Fields are treated as worth 4 victory points for
either the attacker or defender at the end of the battle. A field without
irrigation ditches is treated as open ground. A field with irrigation ditches
does not provide cover from missiles, costs 1AP for a front rank to move across
it, does not slow but does provide a risk of disorder after crossing it. We
will assume that a general’s bodyguard will manhandle the donkey carts across
the ditch for the boss.
An
army may also choose one of the Great Rivers (Tigris and Euphrates) as a
terrain piece. This effectively closes one flank and is impassable to all
units, unless someone invents some boat rules. A second river may also be
chosen as a terrain piece in the normal manner.
Hills
do not give victory points to the defender.
Shrines
were commonly set up at the edge of one’s territory to commemorate previous
treaties, great battles and generally act as good PR. Either side may choose a
shrine. The defender initially places it. However it cannot be set up further
than 6” from the centreline of the table between the two forces. In his scenery
phase, the attacker may move it but again it must remain within that central
12” on the table. It is worth 5 VPs for whoever owns it at the end of the day.
The Palace Treasury
Instead
of the purses spent in Bloody Barons, the patesi of a city spends silver rings
on securing a pre-battle advantage in a similar manner. Each army has 70 rings
to spend on the following areas.
Event
Title
|
Number
of rings (dice) allotted to the event
|
1.
The Attacker
|
10-25
(with normal –1 for higher bidder)
|
2.
Men of Tongues: spies
|
0-9
|
3.
Bazahatum: provosts and police
|
0-9
|
4.
The Temple
|
0-9
|
5.
Scouting
|
0-9
|
6.
The Palace
|
0-9
|
7.
Loyalty
|
0-9
|
8.
Weather
|
0-9
|
9.
Route of March
|
0-9
|
10.
Strong Leadership
|
0-9
|
11.
Quest for the Nam.Lu.Gal
|
0-9
|
Total
Number of rings (dice) must equal 70
|
Roll
for each ring spent on an Event. Every 5-6 on a D6 is a success. Check the net
number of successes on the tables below. Attacker/Defender choice is as per the
rules.
Men
of Tongues: spies
Number
of successes
|
Result
|
1
|
Zimri
Lim has come with information of great import.
Troublesome
and greedy peasants with spurious information of little value beset you. You
put them to work building irrigation channels and curse them for wasting your
time.
|
2
|
I
know that Eannatum has drunk strong himrum this day!
You
may force an enemy to reroll any one successful arrival roll for a late unit.
Himrum is an aniseed-flavoured ale.
|
3
|
I
have stolen the enemy Rab Amur’s Anunitum! Even now he runs around in panic
lest the gods desert him!
The
enemy must deduct five rings off one event that has five or more rings. If no
5-ring events are available then a four-ring event is chosen. The anunitum is
the personal statuette placed by a nobleman in front of the god in the temple
to act as his proxy worshipper.
|
4+
|
Thus
spoke the Temple Ecstatic!
Any
two pairs of enemy units can be swapped (not Rab Amurrim or Veterans). This
includes on/off table units. Thus a flank citizen unit could be swapped with
an off table levy unit of tribesmen. Then a second swap can be carried out.
|
Whaddya
mean, your current rules system doesn’t have Temple Ecstatics? An oversight by
the designers I’m sure.
B azahatum:
Police/ Provosts
Number
of successes
|
Result
|
1
|
“The
Beacons are lit! Nina asks for aid!”
“And
Larsa will answer!”
Torch
signals go up summoning allies and outer garrisons. You may reroll any one
unsuccessful lateness roll. Cue stirring music and heroic poses by all
players.
|
2
|
Bazahatum
discover shirking nomads and thrash them, driving them forward to the
glorious battle.
You
may reroll any two unsuccessful lateness rolls. Bubba the Sutean scratches
his belly and strolls down the road to victory.
|
3
|
We
have made them take the assakum oath! Their hearts are ours!
Raise
one levy unit to the rank of regulars. Breaking the assakum oath in which one
ritually ate certain foods would guarantee the food would rise in your stomach
against one’s wickedness.
|
4+
|
Tell
them that Babbar the sun god marches on our right!
Raise
one unit to the rank of veteran. Best used on a levy unit. Troops always like
to know that the gods are getting directly involved. It makes it more
personal.
|
The
Temple
Number
of successes
|
Result
|
1
|
The
enemy has neglected his kispum. See how his men tremble!
Move
one enemy flank Rab Amur to the baseline as he wonders about the piety of his
master. The kispum was the ritual meal in honour of the ancestors that a
patesi was meant to stage.
|
2
|
Our
barum priest has spoken most cryptically.
Win
or lose, you can interpret the reading of the sacrifice’s liver in a
favourable manner. Gain 1VP.
|
3
|
Our
troops have sworn the tebibtum oath of purification.
You
may reroll any one morale test during the battle, since the troops fear to
break their oath of loyalty.
|
4+
|
The
Devouring of the God
Disease
strikes your foe. The enemy picks any one flank unit. Roll 1d6 (+1 if levy –2
if veteran). That number of bases is removed.
|
Scouting
Number
of successes
|
Result
|
1
|
The
god guided our troops through the darkness of the night!
Move
one unit into an orchard, building, shrine or behind a hill anywhere on the
table not in the Enemy’s deployment zone.
|
2
|
The
Mari carts have swiftly conveyed our men to the enemy’s flank!
Move
1 or 2 units (plus a general if desired) off table. They roll for arrivals as
if late units on a 4,5,6 and they will arrive all together on a flank edge
not the baseline.
|
3,4
|
Hah!
Our horseman has noticed a flaw in the enemy’s plan.
This
new-fangled horse technology has its uses. Move any one piece of terrain to a
flank sector. This can be used to move both shrines and fields out of the
defender’s half of the table to near one of your own flank sector baselines.
|
5+
|
The
ancient shrine has been rediscovered. Let us rejoice that the enemy has not
defiled it.
Place
a shrine dedicated to your god by a previous patesi anywhere on the table.
This is worth 3VP if you keep it uncaptured by the enemy by the end of the battle
but it is worth 5VP to him if he captures it.
|
The
Palace
Number
of successes
|
Result
|
1
|
The
Queen has sent a wondrous garment wrought by her own hand.
How
nice. You may rest assured that your commander is the best-dressed warrior on
the field.
|
2
|
Well
fed donkeys
Kikkuli
the Donkey Master has produced tip top, spanky new donkeys to pull your
donkey cart. One of your generals gets +1 on his movement rolls.
|
3
|
The
Palace Workshop staff has laboured through the night. These six shekel
samrutum arrows are honeys.
Gain
five extra arrows markers allowing a 1AP volley. Let’s be generous, waspum
(sling) users can also use these. Nice rocks?
|
4+
|
Enki,
Lord of the Deep has turned the enemy ale supply to a vile brew!
Select
a flank. Roll for each unit: on a 5 or a 6 it is late as the troops grunt
behind a nearby orchard and look for broad leaves and smooth stones.
|
Loyalty
Number
of successes
|
Result
|
1
|
Your
loyal subjects present you with a fine humbaba head brooch to drive away evil
spirits.
How
nice.
|
2
|
We
have heard that Shamri –Adad was insulted by the enemy patesi.
Select
one enemy flank general. He now suffers a 1-point penalty from any motivation
rolls until another enemy general successfully motivates him.
|
3
|
Men
of Dilmun have provided me with luxuries to open men’s hearts to your words.
Select
one enemy flank general. Move him to the base line. Treat him as being late.
Roll for his arrival as normal. Dilmun was a fabled Gulf trading centre
possibly in the vicinity of Bahrain. The Mesopotamians always wanted foreign
luxuries.
|
4+
|
Your
son has married the sugagum’s daughter. Huzzah!
Raise
any one unit in the centre to veteran status as the wine sozzled troops
celebrate the nuptials with weird ululations and a frenzy of violence (these
days they just discharge AK47s into the sky). The sugagum was the sheikh of
the non-urban troops on the periphery of civilisation.
|
Weather
Number
of successes
|
Result
|
1
|
Dagan
has allied with us! The sun shines again.
One
unit must shuffle.
|
2
|
Dark
mists linger on the lands.
Player
rolls d6-2 shuffles.
|
3
|
Tears
fall from the Tin Vaults of Heaven
Bad
Weather. D6-1 shuffles. Any irrigation ditches count as swollen and cost
double APs to cross. Roll twice for disorder. Arrow and sling range decreases
by 2”. At the end of each turn, roll a D6: on a 1-2 the storm clears. No,
I’ll be honest, I don’t know why they thought the vault of Heaven was made of
tin. Any comments?
|
4+
|
The
Storm Bull of Ishkar strikes! What madness reigns?
Very
bad weather. All rivers impassable. All irrigation ditches impassable. Arrow
and sling range decrease by 4 inches. As the lightning bursts from the black
vault and the Storm Bull roars, add +1D6 to any morale checks. Your opponent
suffers a 2-point penalty on motivations and you suffer a 1-point penalty.
Roll a D6 at the end of each turn. On a 1-2 the storm ends and drops to level
3.
|
Route
of March
Number
of successes
|
Result
|
1
|
Lazy
Nomads. They lie like dogs and snore like pigs!
Choose
one enemy levy unit and move it back to the baseline.
|
2
|
What
does one torch beacon mean? Two beacons means ‘Come and help’. Maybe one
beacon means ‘Everything’s fine, continue with breakfast’, yes, that’ll be
it.
Confusion
over the exact nature of beacon signals delays some of the enemy’s troops.
Enemy chooses one unit to be taken off table as late.
|
3
|
Efficient
Kigamlum administrator.
Buniya
gets your troops on the right route with breakfast in their bellies and
rations in their sacks. Roll for upto 3 units, which are classed as ‘late’
and on a roll of 5-6 restore them to the table. The kigamlum was the donkey
park attached to every trading station.
|
4+
|
No
you idiot! I need a hallu wheel not a mallalu wheel! Are you stupid?
A
broken wheel on a general’s battlewagon holds up the entire column. Pick an
enemy general. The general’s quality decreases by one and his movement is
penalised 2” per turn.
|
Strong
Leadership
Number
of successes
|
Result
|
1
|
He
would be Nam Lu.Gal before he has struck a blow.
All
enemy generals are moved to the baseline after bickering about incautious
comments by the patesi.
|
2
|
Oh
Zimri Lim, swear that you will not neglect me and I will hover over you and
deliver your enemies into your power.
Inspired
by your piety all your generals can ignore one failed motivation roll in the
first turn.
|
3
|
His
weapons in the sea he washed. With the men of Umma he fought, all the fields
he devastated, their city he subjugated and its wall he destroyed.
Pick
one of your generals. Instead of a combat value of 5AP, this mighty man adds
7APs to any combat he joins.
|
4+
|
Loyal
Ensi comes to the rescue.
Any
one routed unit returns to the table as reinforcements on the roll of 3-6.
The unit is treated as a late unit and placed in either the centre or either
flank. An ensi is a provincial governor installed in a subjugated city.
|
Quest
for the Nam.Lu.Gal
Number
of successes
|
Result
|
1
|
King
of Kish: let it be written in the lists.
Reroll
one general’s quality. You must abide by the second roll.
|
2
|
Sargon,
king of Agade, overseer of Ishtar, king of Kish, pashishu-priest of Anu, king
of the land, the great vice-regent of Enlil.
Improve
one general’s quality by 1.
|
3
|
The
Hand of Enlil a rival did not permit. 54,000 men ate in his presence.
Improve
one general’s quality by 1 and add one base of Veteran Royal Guard (bodyguard
base)
|
4+
|
Enlil
has given unto him the kingdom, Agade, exalted of the gods.
You are the one, true NAM.LU.GAL. Gain 3 VPs
win or lose. Your deeds shall be written in clay for the generations to come
to look upon and wonder. When your Gidim wanders the underworld, men will
still remember with awe your deeds.
|
Victory
Points
As
normal except as modified for terrain and events above. An extra 2VP should be
given to anyone prepared to shave their heads and wear a sheepskin.
Figures
There
are two main manufacturers of 15mm Mesopotamians in the UK: Essex and Magister
Militum. Both are good. For generic Ancient Near East hordes, Lancashire does a
good “horde” battlepack.
Irregular
Miniatures does 6mm Sumerians but I have not seen these personally. There is a
good review on TMP.
Interestingly,
Hät are about to release some rather nice looking Sumerians in 20mm plastic.
For those who have not seen the new wave of good, detailed, 20mm-25mm plastics
coming from these people (and similar manufacturers), these are ones to watch
for. Don’t be put off by the term plastic. They hold acrylic paint fine and
have oodles of detail. I understand that these figures are slated for release
by the end of 2005.
In
25-28mm I have experience only with the Foundry figures which are very nice.
Campaigns
We’re
dealing with over a thousand years of history here filled with small time city
deities ganging up on each other. Empires rise and fall and most leave little
record in the soil. However the following might make for a good start:
Rise
of Uruk: there is much debate as to how the culture of Uruk suddenly burst upon
Mesopotamia towards the end of the Fourth Millennium BC, reaching out possibly
as far as parts of Egypt with those dopey little bevel rimmed bowls. It has
been suggested that Uruk seeded cultural colonies around the periphery of
Mesopotamia to generate a trade web. Possibly. Personally, I don’t think you
suddenly dominate the international trade routes by knocking on the city gates
and trying to sell cookies. Give the Uruk player a morale bonus of –1D6 and see
how many battles he can win. Deduct a VP if he shows any sign of knowing what a
bevel rimmed bowl is: the city gods love smart people not smart Alecs.
Early
Dynastic Wars: each player picks a city, names it, names his deity and his
patesi and then fights battles among each other. First city to 100VPs claims to
be King of Kish and can call himself Lu.Gal. If he likes, the winner can create
amusing fictional pantheons of how the other city gods are merely the servants
in his god’s palatial household. This is pretty much Mesopotamian history from
about 2800BC to 2400BC.
Rise
of Akkad: the King of Agade gets a zero rank general and two level one generals
plus double the allowance of veteran quality units plus about 200 points more
than his opponent. The Agade player gets +2 successes on the Attacker roll for
each battle. With all this in mind, he must defeat numerous armies to recreate
Sargon’s meteoric rise in the 24th Century BC. However, the empire is fragile.
At the end of each battle he only recovers 50% of his casualties. His
opponent’s army is fully restored. The Agade Player wins if he can get to 150
points (or some other preset figure with experienced players handicapped).
Terror
from the Sand: a good one for several players when a vast horde of nomadic
wildmen appears from nowhere and sweep down on civilisation. One player gets
double the points in barbarians against two city-states. Who will be the
eventual winner? Will the civilised states ally against the common foe?
Rise
of Hammurabi: the bearded Semites finally take over and you get a slightly
better dress sense among the troops (having had “This season I am mostly
wearing sheepskins” jokes for the last millennium). The city states grumblingly
fall under the control of an Empire that is destined to last longer than a
mayfly (barring occasional Hittite tourist buses dropping by now and then and
the odd Kassite swarm coming down out of the mountains). Give the Babylonian
player an extra 100 points in his army but give the defender two extra marsh
terrain features to play with to reflect the battles in the South against the
Sealanders.
Suggested
Reading
The
Sumerians, Leonard Woolley: the guy who did the digging. The articles in the
contemporary newspapers are a must: check your library microfiche.
Royal
Inscriptions of Sumer and Akkad, GA Barton: inspiring. Personally, I think any
player who can talk this way during the battle ought to get a VP.
The
Reports of Magicians and Astrologers of Nineveh and Babylon, R Campbell
Thompson: fun for inspiration on what your iggerum omen priests can say mid
battle.
Wheeled
Vehicles and Ridden Animals in the ANE, Littauer and Crowell: dull but
essential
Mari
and Karana, Stephanie Dalley: best general feeling for the period guide albeit
to the Old Babylonian period later than the Early Dynastic Era.
A
Handbook of the Ancient Near East, Van der Mierop: good starting point for
wrapping your head around the length of the period.
The
First Armies, D Dawson: although a supporter of Robert Drews (stop grimacing!),
some good stuff in here, particularly on the anthropology of war.
Babylon,
Joan Oates: although nominally about the later period of Babylon there is an
excellent section on the Early Dynastic Period and Mesopotamia in general.
Cambridge
Ancient History: solid.
Heck,
there’s a shedload of stuff out there…go read. My only caution is that any date
you see treat with caution. It should probably have a +/-100 years at least. I
am too old and too weary to believe that what is currently touted as the
current chronology will last any longer that its predecessors.
Disclaimer
My
ability with Akkadian is lousy. My apologies to those learned gentlemen who
pick up any grammatical mistakes or deviations from accepted spelling. Also I
recognise that I have gathered over a millennium’s worth of linguistic
development and ridden roughshod over them in my literary donkey cart. Sorry.
Acknowledgements
I
would like to warmly thank the staff of the British Museum and the Istanbul
Museum of the Ancient Orient for their kindness and patience in indulging a
clearly insane “enthusiast” in a brown felt hat.
Battle
Report:Setting:
Early
DynasticForces: 600
AP:
Chubu, God of the River City vs Sheemish, God of the Coast City
Chubu
|
Sheemish
|
||
3
Generals
|
150
|
3
Generals
|
150
|
Centre
|
|||
1
x 8 base Royal Guard (inc. Capt.)
|
137
|
1
x 6 Base Royal Guard (inc. Capt.)
|
105
|
2
x 8 base Regular Citizen Regiments (Capt. + 3 shielded + 4 archers)
|
136
|
3
x 8 base Regular Citizen Regiments (Capt. + 3 shielded + 4 unshielded )
|
192
|
Left
|
Right
|
||
2
x 8 base shieldless levy (inc. Capt.)
|
72
|
2
x 6 base shielded levy (inc. Capt.)
|
70
|
Right
|
Left
|
||
2
x 6 base Regular Citizen Regiments (Capt.+ 2 shielded + 3 unshielded spear)
|
102
|
2
x 6 base shielded levy (inc. Capt.)
|
70
|
597
|
587
|
As
everyone in the Northern River City knew “There is only Chubu” and the nagging
doubts of the naysayers of the Southern Coast City who kept muttering “There is
also Sheemish” necessitated action. Chubu stirred his lazy patesi to action and
told him: “Go, smite the city of Sheemish and take that fine barley field near
the river so that all might know “There is only Chubu””. Wearily the patesi of
Chubu put away his minstrels and dancers and summoned his army. Telling them
the words of Chubu he marched them towards the fine barley field near the river
so that all might indeed know “There is only Chubu”. The grovelling slaves of
Sheemish saw a cloud on the horizon and groaned, knowing that Sheemish would
wish them to defend his honour. Scrambling together their armour and weapons
they lit the alarm beacons and marched out.
The
Battle opened with the pre-events phase which saw the Chubuites declared the
attackers and in the confusion, the Sheemishites found that one of their
central regiments was late along with the Royal Guard. Disaster! In the scenery
phase, the attackers chose a field, an orchard and a gentle hill. The defenders
chose 2 fields with irrigation ditches and a river. The Chubuite attackers
received four terrain rolls and managed to move the river over to the far-left
flank. The irrigated fields were placed one in each flank, the hill and field
in the centre base line and the orchard peevishly dumped right in the middle of
the Chubuite line of march. Naturally, the Sheemishites occupied the fields and
hill while the Chubuites in the centre tried to work out how to get round the
annoying orchard.
In
the pre-battle events, the men of Chubu scored a massive 4 successes in Men of
Tongues and swapped out the two remaining central Sheemishite citizen regiments
and replaced them with the 2 left flank levy regiments. The Sheemishite centre
was now looking very soft indeed. In the Bazahatum phase the Sheemishites’
beacons gave them one reinforcement reroll. In the Temple phase, Chubu inspired
his people with 3 successes giving one morale reroll. The events were then even
until the patesi of Chubu was presented with a pretty brooch. This signalled
the end of the Northerners’ successes. The Sheemishite patesi had spent most of
his rings on the later events causing enough mist to shuffle one of the
Chubuite citizens in the centre back almost to the base line. Fine fruit
orchards encouraged one of the River levy units on their left to be removed as
late and the patesi of Sheemish’s strong leadership earned him a motivation
reroll.
The
battle opened with the Chubuites managing to motivate all their units in all
sectors of the battlefield forward at least three inches intent on getting
stuck in as fast as possible. This left the single Chubuite levy unit on the
left looking brave but isolated as it advanced on the two units of shielded
levy defending that flank. The plan was to pin these two units to prevent them
reinforcing the centre. The Southerners responded by advancing their right
flank to mug the lonely enemy levy. On the left near the river the two citizen
regiments chased forward thinking that they could overwhelm the smaller
Chubuite regiments before them. Sadly one of them became disordered crossing
their own irrigation ditch and slowed down allowing their colleagues to go
before them getting within 3” of the enemy. Turn 1 favoured the Sheemishites in
that they were able to bring on the Royal Guard with their additional
reinforcement roll. The Levy in the centre breathed a sigh of relief and hoped
that the Guard would get to them before the Chubuite onslaught arrived.
The
second turn for both sides saw the River City forces advancing rapidly while
the Sheemishites were gutted to find their Coastal Royal Guard only able to
advance 3” in the centre. Both sides were on the point of being able to engage
in close combat. Due to poor dice rolling the Northerners were unable to use
their bows.
The
third Chubuite turn saw the River Royal Guard and one of the Citizen Regiments
thunder into the two levy units after exceptionally fortunate motivation rolls.
The Royal Guard of Chubu swept away their hilltop opponents inflicting 2
casualties without loss leaving the Sheemishite captain looking very lonely.
The levy unit failed its morale test and fled at high speed. The other levy
unit in the field, were also defeated 2-1 but the casualty they inflicted was
the enemy captain, paralysing the citizens until they chose a new captain. The
Southern levy unit then passed its morale test but was looking shaky. On the
Chubuite left the lone levy unit stopped and looked nervously at the two
oncoming Sheemishites. On the right the citizen infantry decided to get stuck
in and one charged the enemy phalanx.
They suffered three casualties due to lousy saving dice rolls but
inflicted two of their own. The second unit then planned to attack the battered
Sheemishites but a motivation roll failed leaving it to stumble forward. In the
morale test, the Chubuites looked as if they would break but used their morale
reroll to hold the line. At last the second left flank levy unit emerged onto
the baseline intent on racing off to support its friends...sadly they were too
late.
The
third Sheemishite turn saw the two levy units do to the lone Northern levy what
the barum priests did to the sacrificial sheep. The first attack saw a 1-1 draw
but the successful (well successful after the use of the reroll) second wave
attack saw a 2-0 blow that broke the Chubuites and sent them running. In the
centre the Sheemishite Royal Guard charged uphill into their Chubuite
counterparts and managed to inflict a 2-1 victory. The Chubuites passed their
morale easily. The heroic citizen spearmen in the field somehow managed to pull
off a 0-0 draw against their foes and both passed morale. On the Sheemishite
left by the river the second citizen regiment rallied from disorder and with
its general attached crashed into the unengaged enemy unit inflicting a
staggering 3-0 defeat including the death of the enemy captain. The Chubuites
fled the field. With a “huzzah!” the final Citizen regiment that had been late
arrived on the baseline.
The
fourth turn saw the remaining Chubuite levy on the left turn right and head for
the centre hoping to take cover with the main elements of the army. The
rearmost citizen regiment decided to wheel left to present a menacing aspect to
the victorious Sheemishites and managed to let fly with a volley of arrows that
killed one of the levy bases (their morale test left them unable to move
forward next turn). In the centre the Chubuite Royal Guard managed a 3-2
victory against the Sheemishite Royal Guard who finally broke as did the levy
in the field. Behind them the late citizen regiment passed its morale test. By
the river, the Chubuite infantry broke and ran, its commander still muttering
about the perfidy of the second citizen regiment.
In
the Sheemishite turn, the left flank units rallied from disorder and managed to
wheel, hoping to restore order in the centre where their remaining regiment
managed to drive out the battered regulars in the field. On the right, one of
the two Sheemishite levy units ran into the Chubu levy and broke it. By the end
of the fourth turn the countdown clock was down to five, the Chubuites had lost
on the left and right but clearly were doing better in the centre.
On
the fifth turn the Chubu Royal Guard swept down the hill into the flank or the
remaining Sheemishite infantry scattering them. The citizen regiment in the
centre fired two volleys of arrows at the Sheemishite levies causing them to
withdraw. In their turn the Southerners near the river advanced towards the
rear of the Chubu citizens but with a high countdown roll, the battle ended and
night fell. Tallying up the VPs it was felt that this was a very narrow victory
for the sons of Sheemish and the Chubu patesi retreated not quite sure where
he’d gone wrong. It was felt that the
suicidal attack on the left had failed horribly. Bad luck on the right was
conceded by the gracious Sheemishites who felt proud of their central levies
who had held far longer than anticipated.
Thus
as the desert sands shifted in the temple of the River City, the priests still
sang “There is only Chubu” but far away on the coastal breeze the winds still
replied “There is also Sheemish”. Only slightly louder. (My apologies to Lord
Dunsany).
So
there you have it. Hardly a comprehensive guide to a millennium’s military
history but hopefully enough to tease and tempt you to abandon your pernicious
modern habits, don your sheepskin kilt (your grandmother’s sheepskin rug will
do nicely) and strut your stuff as a god’s enforcer. May you wash your weapons
in the ocean.
I totally agree with you that onager carts were not for charging enemies. They seem like a form of transportation.
ReplyDeleteHI Ronald,
ReplyDeleteSorry I missed your reply - apologies.
I think on balance the Onager carts were used as a missile platform that could, given the opportunity, charge home and break a weakened foe. I'm less inclined to think of them as some form of charging knight or scythed chariot or anything like that...
Hope you enjoy the blog.
Cheers
Happy W