Heraclea 280 BC scenario
Posted: Wed Oct 18, 2017 10:02 am
Also available now is my Heraclea 280 BC scenario.
This started out at the normal representational scale of the game (100% strength multiplier). That resulted in a huge scenario that would have broken computers across the globe! It could just about play on my PC, which is not powerful by todays standards, but frame rate was very slow. Performance improved after about turn 15, once a lot of units had dispersed, but it was dead slow in the early turns. That does not bother me too much, as I prefer to have the animations running quite slow anyway, it helps me keep track of what is going on, and looks more realistic to my old eyes. I normally run the game at 60% animation speed when playing a smaller scenario. So I decided to create a smaller version of my original Heraclea, at 200% strength multiplier, which is what you have here.
I originally had the two armies lined up for battle in the traditional style, facing each other in battle order not too far apart. But then my research into the battle caused me to rethink this. It seems to me that Pyrrhus was caught a bit by surprise by the Roman attack, and he had to hold them off with his cavalry while his phalanx, and eventually the elephants, marched up from his camp. So I redesigned the scenario to have the Epirote phalanx just coming onto the battle map at the start. The elephants join later as reinforcements.
Here are the rest of the design notes;
2) I have made some major adjustments to elephants in this scenario;
a) their effect on the Romans was very great, so I have increased the disorder on cavalry to Severe when next to an elephant unit. Adjacent friendly cavalry units are slightly disordered.
b) also the RBS mod for increased elephant effect (as used in the stock Bagradas scenario) is used. This means that all units in impact with an elephant unit have a minus 100 POA penalty. I have withdrawn the 100 POA penalty for units in melee though.
c) I have made a design decision that the elephant model actually represents 4 elephants with 4 drivers, 12 fighting crew and 16 supporting infantry. The displayed value of 32 actually refers to the total number of men. The Unitsize remains at 400, the standard game value, so this change has no real effect on play.
d) When an elephant unit routs, all friendly units within 3 squares suffer a cohesion test.
e) I have reduced elephant experience and elan levels to 25, from 100.
3) The Principes seem to have been still armed with a long spear during the Pyrrhic War, only adopting the pilum later. So I have created seperate Hastati and Principes units. The Principes use the standard Triarii unit model, but with the unit man count increased to 8 to reflect the larger unit strength.
4) I have distinguished the Allied Italian legions (Ala) by giving them an alternative unit texture.
5) There are lots of new textures for cavalry units on both sides. Thanks to Little Big Men Studios for most of the new shield designs.
6) I have created a new Greek Light Javelin Horse unit, by using the Grk_Arm_Cav figure and modifying the textures.
7) I have decided to remove from the battle:
a) Two of the Allied Italian Ala. Assumed to be unable to ford the river.
b) The Campanian and Brutii javelinmen, assumed to be guarding the camp.
I have given the player extra units at lower difficulty levels. This is a difficult scenario, so you may have to use the lower levels to get a win.
I hope you enjoy it.
This started out at the normal representational scale of the game (100% strength multiplier). That resulted in a huge scenario that would have broken computers across the globe! It could just about play on my PC, which is not powerful by todays standards, but frame rate was very slow. Performance improved after about turn 15, once a lot of units had dispersed, but it was dead slow in the early turns. That does not bother me too much, as I prefer to have the animations running quite slow anyway, it helps me keep track of what is going on, and looks more realistic to my old eyes. I normally run the game at 60% animation speed when playing a smaller scenario. So I decided to create a smaller version of my original Heraclea, at 200% strength multiplier, which is what you have here.
I originally had the two armies lined up for battle in the traditional style, facing each other in battle order not too far apart. But then my research into the battle caused me to rethink this. It seems to me that Pyrrhus was caught a bit by surprise by the Roman attack, and he had to hold them off with his cavalry while his phalanx, and eventually the elephants, marched up from his camp. So I redesigned the scenario to have the Epirote phalanx just coming onto the battle map at the start. The elephants join later as reinforcements.
Here are the rest of the design notes;
2) I have made some major adjustments to elephants in this scenario;
a) their effect on the Romans was very great, so I have increased the disorder on cavalry to Severe when next to an elephant unit. Adjacent friendly cavalry units are slightly disordered.
b) also the RBS mod for increased elephant effect (as used in the stock Bagradas scenario) is used. This means that all units in impact with an elephant unit have a minus 100 POA penalty. I have withdrawn the 100 POA penalty for units in melee though.
c) I have made a design decision that the elephant model actually represents 4 elephants with 4 drivers, 12 fighting crew and 16 supporting infantry. The displayed value of 32 actually refers to the total number of men. The Unitsize remains at 400, the standard game value, so this change has no real effect on play.
d) When an elephant unit routs, all friendly units within 3 squares suffer a cohesion test.
e) I have reduced elephant experience and elan levels to 25, from 100.
3) The Principes seem to have been still armed with a long spear during the Pyrrhic War, only adopting the pilum later. So I have created seperate Hastati and Principes units. The Principes use the standard Triarii unit model, but with the unit man count increased to 8 to reflect the larger unit strength.
4) I have distinguished the Allied Italian legions (Ala) by giving them an alternative unit texture.
5) There are lots of new textures for cavalry units on both sides. Thanks to Little Big Men Studios for most of the new shield designs.
6) I have created a new Greek Light Javelin Horse unit, by using the Grk_Arm_Cav figure and modifying the textures.
7) I have decided to remove from the battle:
a) Two of the Allied Italian Ala. Assumed to be unable to ford the river.
b) The Campanian and Brutii javelinmen, assumed to be guarding the camp.
I hope you enjoy it.