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This blog drags together, into one swirling maelstrom of crackling energy, my various wargames interests. There are links on the top right to my other blogs, each more calmly dedicated to one particular gaming universe.

I post on Fridays. The idea is that when I post a painted figure, it stays up for two weeks; a battle report, a terrain project, or a few lines on whatever happens to be the whim of the moment, is up for a week.

The pages at the top of the blog contain historical information on the periods that interest me. They are primarily an aid to my poor memory, and not meant to be in any way exhaustive, nor necessarily correct.

I hope this blog offers you much enjoyment and some inspiration !

samedi 31 mai 2025

Fantastic Battles...Historical

We have started using Fantastic Battles as a ruleset for historical match-ups.

Not the royal we, but friends and I. 

It is not a true conversion, as the author already suggests some historical army lists; but in any case here are some thoughts on how to go about it.

 

Racial Trope

Although it might be tempting to use, say, Drilled as a trope for a Roman army, or Berserk for Gauls, I believe there is a different use for it.  I suggest giving all armies the Mounted trope, and applying it to all units for whom it is appropriate (see a bit later on that).

If you are also willing to bend the rules a bit, and your army builder allows you to do it, I also suggest giving all armies the Skirmish trope as well, and once again applying it to all units for whom it is appropriate.

This allows both true cavalry and skirmishers to have up to three unit traits, rather than having one of them used up by what is, in historical armies, their "function". 

 

Foot skirmishers

Foot skirmishers are a bit of a tough one at first in Fantastic Battles.  An Irregular Company is of course most appropriate, but has a Mel of 3, which is the same as a Formed Company.  Skirmishers do have a -1 combat modifier in the open, whilst enemies get +1 against them in the open; but they can Charge and give an overly hefty account of themselves before dying.

After exploring different options, the simplest solution is that units with Skirmish get no charge bonus.  This happens to steer close to the original rules, since units with Skirmish cannot have Furious Charge.

Depending on their skill level or reputation, foot skirmishers will have the Skirmish trait (potentially as a Racial Trope, see above), then have one of the Shooting / Thrown Weapon traits, leaving room for zero to two other traits, such as Heavy Missile Weapons, Militia,... 

 

Light Horse

Difficult at first, for the same reasons.  An Irregular Company of course, Light Horse should have  the Skirmish trait (potentially as a Racial Trope, see above), but modifying the ability to read "unless they are on a mount" instead of "unless thay have Mounted", to avoid them moving through difficult terrain without penalty.

To this, they should add one of the Shooting / Thrown Weapon traits. 

If the troops are unskilled light horse, they should best have Fast rather than Mounted.  This has the added advantage of not making them an easy target for enemy missile fire.

If they are skilled in hand to hand combat, or used to attack enemy formations hand to hand on their flanks (for example, Macedonian Light Cavalry), they might have Mounted (preferably as a "racial trope", see above).  The effects will be mitigated by Skirmish giving them a -1/+1 in open ground and no charge bonus.

 

Other traits 

Mixed Traits : 

Monstruous makes sense for any unit that is deserving of +2 Res and +2 Mel, but in historical battles, it will not give a bonus to shooting units targeting them 

Mounted is not for all troops on a mount (see Fast), but specifically for those whose mounts, training and equipment deserves +1 Res and +1 Mel (as well as +2 Mov).  See above, where is is suggested that all armies have Mounted as a Racial Trope, applies only to such troops, and which avoids them having to use up one of their trait slots for what is basically their equipment.  

Skirmishers is quintessentially for light infantry and light cavalry; mobile medium infantry should prefer Ephemeral (see below).  See above, where is is suggested that all armies have Skirmishers as an additional Racial Trope, that applies only to such troops, and which avoids them having to use up one of their trait slots for what is basically their function. This trait could also be used for some cavalry for whom Fast is more appropriate than Mounted, but who do not have any Shooting ability (a lot of Classical Medium Cavalry, for example). 

 

Combat Traits : 

Barrage is ideal for units that rely on a concentrated volley of thrown weapons, either as their primary fighting technique, or before closing for combat.   Elite Greek Peltasts, or Roman Hastati would be good examples of this.

Berserk is obviously ideal for any unit that relies on individual prowess to overwhelm the enemy, such as Gauls.

Furious Charge is ideal for troops who rely on their impetus, such as Gauls, Biblical heavier chariots, or lance-armed Knights.  Given its powerful effect, it is less appropriate for the mass of ancient and medieval warriors, who with an Irregular Company profile have access to the Horde formation. 

Heavy Melee Weapons for troops with 2HW and the skill to use them.  Dacians, medieval foot knights, and so forth. 

Heavy Missile Weapons are perfect for crossbow-armed troops

Long Spears

Militia

Pikes 

Poison is an interesting away to improve combat abilities, without going as far as +1 Mel  

Reckless 

Shieldwall represents any mass of shield-bearing infantry capable of holding a steady formation.  Huscarls are the obvious example, but Greek Hoplites or Persian Immortals are another.

Shooting, Shooting (mixed), Shooting (skilled) are for any bow-armed troops.  The different degrees represent both their individual skill, and their ability to hold a formation and use volley fire.

Thrown Weapons are ideal for javelin-armed troops. 

Warbeasts is appropriate for troops whose impetus is important, but who rely as much on skill as on mass.  Biblical heavier chariots, for example, or Macedonian Companions. 

 

Movement Traits : 

Drilled should not be under-rated.  The ability of a larger unit to move quickly from column to line formation, and back again, should not be underestimated in a game where the trade-off between staying power and maneuverability is fundamental.  It is not appropriate for troops used to fighting in strictly linear formations (hoplites, for example).  It would be perfect for Macedonian Hypaspists, for example.

Ephemeral is a perfect trait for troops whose open formation moves easily through terrain, but for whom Skirmisher is inappropriate because of staying power in open ground.  Greek Peltasts, Samnites, and so forth spring to mind.

Fast can be used for mounted troops who do not have any true shock capacity, for example the majority of ancient cavalry.  It can also be used for troops that have a Formed Company or Elite Company profile in order to boost their Res or Mel, but whom are capable of rapid movement on the battlefield.

Foresters is ideal for troops in closer formation - making Ephemeral inappropriate - but who are at ease in woods and rough terrain, Germanics for example.

Slow can be useful when combined with Irregular Company to represent troops both will relatively low fighting value, and also particularly unenthusiastic. 

 

 

Morale Traits : 

Doughty can be used for any unit with unusual staying power or high loyalty

Expendable can be used for any unit whose presence or loss leaves everyone indifferent - urban or peasant rabble, scythed chariots, and the like. 

Proud can be used for elite units or bodyguards, ready to fight to the death or placed high above all others

Rabble

Regenerate is a good way to represent masses of enthusiastic but relatively poorly trained warriors.  It represents the ability of leaders to spur them to action 

Reliable

Unreliable  

 

Miscellaneous Traits : 

Belligerent

Highlanders

Impulsive

Malodorous is ideal for both camels and elephants  

Passenger is useful to represent generals of well-organised armies, allowing them both to walk and chew gum

Stimulants are a good way of representing troops of fluctuating combat ability, and is a pretty fun trait to boot

Terrifying could apply to elephants, or even to troops whose reputation is beyond the pale

 

Inappropriate Traits :

Some of these traits could be used with a little alteration, but the aim here is to avoid modifying the rules too substantially. 

Amphibious 

Emerge 

Flying 

Giant 

Mindless  

Mundane 

Swarm  

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