PHALANX, PELTAST & PILUM:
TEST PLAYER'S PAGE

At this point, we have officially played twelve games of PPP, and the rules have ran very smoothly the past few games. This season (2010-2011), I have again made a few simple rule changes in an effort to speed play. Clearly, one major problem which has emerged with larger armies is longer game length. While a medium-sized game typically takes about four hours, these larger games have been lasting over five hours. Ideally, a game should last four hours at most.

I should also note that we are getting a number visitors to this website who are not play-testers for our group, so if you are a visitor, please drop me a line and say hello. I am just wondering if there is much intrest in these rules outside of our small group of players. My e-mail is dukedoms at hotmail dot com.


GAMES FROM OUR CURRENT SEASON (Winter 2010-2011)

Date Played
Players Duration/Turns Forces Losses File
TBA

GAMES FROM OUR FIFTH SEASON (Winter 2009-2010)

Date Played
Players Duration/Turns Forces Losses File
Sun, 31 Jan 2010 Greek Colonists=Alex
Celts=Matt
Ref=Michael
4 hr. 42 min.
19 turns
Greek Colonists = 2,448
Light Infantry = 608
Heavy Infantry = 1,840
Cavalry = none
Celts = 2,336
Light Infantry = 544
Heavy Infantry = 1,536
Cavalry = 256
272 -- 11%
160 -- 26%
112 -- 6%
n/a -- 0%
1,392 -- 60%
352 -- 65%
784 -- 51%
256 -- 100%
battle12.pdf

GAMES FROM OUR FOURTH SEASON (Winter 2008-2009)

Date Played
Major Lessons Players Duration/Turns Forces Losses File
Sat, 3 Mar 2008 Lines of heavy infantry moved too slowly to impact, but the Carthaginian left flank was in the midst of collapse at game's end. *Persian = Michael, Matt
Carthage = Alex, Lars
4 hr. 58 min.
11 turns
Persian = 5,895
Carthage = 5,160
Persian = 15%
Carthage = 31%
battle11.jpg
Sun, 10 Feb 2008 We did take a break for lunch, so the game appears more lengthy. If those darn elephants hadn't gone wild and crushed all those Persians on the left flank, then the game would have gone better for the Persians. *Carthage = Alex
Persian = Michael, Matt
6 hr. 46 min.
10 turns
Carthage = 5,552
Persian = 6,096
Carthage = 16%
Persian = 52%
battle10.jpg

GAMES FROM OUR THIRD SEASON (Winter 2006-2007)

Date Played
Major Lessons Players Duration/Turns Forces Losses File
Sat, 17 Mar 2007 (1) Bad dice luck can reduce morale, but allowing the enemy access to your rear can compound bad dice luck. *Persian = Alexander
Greek = Lars
Ref/Observer = Michael
4 hr. 56 min.
8 turns
Persian = 3,335
Greek = 3,360
Persian = 35%
Greek = 33%
battle9.pdf
Sat, 14 Jan 2007 (1) Large well deployed forces are difficult to defeat (2) Deploy elephants to prevent opponent from fully using cavalry. Celt = Alexander
Persian = Nate
Ref/Observer = Michael
3 hr. 19 min.
5 turns
Celt = 1,890
Persia = 3,494
Celt = 31%
Persian = 8%
battle8.pdf

GAMES FROM OUR SECOND SEASON (Winter 2005-2006)

Date Played
Major Lessons Players Duration/Turns Forces Losses File
Sat, 11 Mar 2006 (1) Whenever possible, utilize land features to protect flanks, (2) it is best to deploy your forces in a manner where they engage equal or lesser opponents. Sending light infantry and skirmishers against heavy infantry will almost always result in a victory by the heavy infantry. The story of David and Goliath is compelling because it is atypical — Goliath should have won, so don't expect half-naked infantry to hold the line against heavy infantry. (3) Remember, elephants are unpredictable and can easily cause your army more trouble than aid. *Spanish = Alex
Carthage = Matt (Nate)
4 hr. 20 min.
11 turns
Spanish = 1,280
Carthage =2,032 + 2 elephants
Spanish = 19%
Carthage = 89%
battle7.pdf
Wed, 28 Dec 2005 (1) Cavalry can advance quickly ahead of the main line, but they can easily become surrounded by an enemy with a greater number of cavalry. (2) Skirmishers have a great potential if deployed and employed properly. When facing opponents who cannot move toward them or poorly armored units, over time, they are quite effective in producing enemy losses. One must maintain their own skirmishers to protect from enemy skirmishers. *Persians = Michael
Carthage = Alexander
5 hr. 4 min.
14 turns
Persians = 2,432
Carthage = 2,944
13%
17%
battle6.pdf
Sun, 16 Oct 2005
(1) Persian Immortals are quite annoying with their continual barrage of arrows; not producing many enemy losses, but a continual nuisance. *Persians = Michael
Celts = Alexander
3 hr. 56 min.
9 turns
Persians = 1,696
Celts = 1,696
32%
39%
battle5.pdf

GAMES FROM OUR FIRST SEASON (Winter 2004-2005)

Date Played
Major Lessons Players Duration/Turns Forces Losses File
Sat, 30 Jan 05 (1) Do not allow heavy infantry to become surrounded with skirmishers. Carthage = Alexander
*Numidia = Matthew, Lars
Ref/Observer = Michael
4 hr. 36 min.
12 turns
Carthage= 1,472
*Numidia = 1,000
Carthage = 28.3%
Numidia = 4%
battle1.jpg
Sat, 26 Feb 05 (1) Skirmishers are vital to protecting flanks, so it is important to retain enough to protect your flanks. (2) Hoplites in close order should use terrain when possible to protect their flanks. Carthage = Alexander
Greek Colonists= Michael
Observer = Jey
2 hr. 19 min.
11 turns
Carthage = 1,408
Greeks = 1,312
Carthage = 19.3%
Greeks = 20.7%
battle2.jpg
Sun, 20 Mar 05 (1) The initial deployment of your forces can have a major impact upon the game. (2) Unless a force is advancing, enemy skirmishers pose a serious danger if your skirmishers are locked behind heavy infantry. Carthage = Matt
Iberian-Celts = Alexander
Ref/Observer=Michael
4 hr. 15 min.
17 turns
Carthage = 2,304
Iberian-Celts = 1,408
Carthage = 17.4%
Iberian-Celts = 12.5%
battle3.jpg
Sun, 24 Apl 05 (1) Again, skirmishers can exploit exposed/unprotected flanks. (2) The notion of "sacrificing" a portion of your forces can present disaster when the morale checks from the losses can literally break your army. *Iberian-Celts = Alexander
Carthage = Michael
3 hr. 19 min.
12 turns
*Iberian-Celts = 1,216
Carthage = 2,400
38.2%
45.3%
battle4.jpg



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