Bloody Barons Sumerian Wars
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This post will provide the rules adjustments I’ll be making to use with Peter Pig’s Bloody Barons rules – Bloody Barons Sumerian Wars (BBSW).
The rules below are not final as any further playtesting will inevitably cause a rethink or tweak if it is required, but they do form the basis upon which I’m going to adapt Bloody Barons (BB) to the Sumerian Wars period. A number of ideas are directly taken from DASAQ but many other ideas are my own or knicked from one or two other sources. I have included the pre game events tables here for completeness as they are used together with the other rules when preparing for play using BBSW.
Where appropriate I’ve expanded some notes on my ideas for the rules and the reason for them so you can see where it is I am coming from with the concepts involved. The following rules amend or add to the existing Bloody Barons rules. All adjustments are shown on the playsheet.
It is important to note that we do not know with confidence the tactical certainties of how the Sumerians commanded their troops in battle and the tactical interactions of the various troop types. To create what I believe is a plausible tactical model for use with BB I have used my knowledge of similar formations of later times which were equipped with similar weapons systems, along with what known information I have on the period – this is not a precise science. Other people may share a different view of how these battles were fought and it is hoped my ideas and suggestions provide food for thought when constructing their own tactical model at the very least – use what you like, discard the rest.
I’ve included an integrated quick reference sheet based on the original Bloody Barons playsheet for use during play specifically tailored for BBSW so no reference is required between BB and my rules during play. The rules and playsheet can be downloaded for convenience.
Rules
RULES FOR BLOODY BARONS – SUMERIAN WARS CONVERSION v.1.0
Troop Ratings
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Critical distances
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Generals attaching to Units
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Skirmishers
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4-Wheeled Battle Carts
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2 Wheeled Platform Carts or Straddle Cars
[Design Note – Battle carts are the major addition to the rules for the Sumerian period. Fundamentally they are treated as cavalry with a modest missile capability which operate in a swarm on the battlefield. Whilst they do need to close with the enemy battleline to use their javelins, they’re still more mobile and faster than their enemies which provide them with the necessary ‘agility’ to make such tactics viable. Modern reconstructions have shown them to be far more ‘nimble’ than previously thought, with a turning circle similar to that of a modern automobile. They can off course also charge into contact, but usually after their enemy is weakened or against dispersed or tactically disadvantaged opponents. The ability to allocate hits to enemy models provides for the abstract effect of reducing the combat capability of the 4-ass battle cart arrangement. Thus, when a wheeled cart unit is fired upon the normal rules for determining the allocation of hits is done. It will then be to the opposing side’s advantage to apportion losses to the two separate models in a wheeled cart unit as their fighting dice will now be reduced to d3 for all bases that will fight. It is worth pointing out that dice rolls can (and often will) produce extremes in combat capability – this is intended].
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Command Vehicles
Leaders mounted on Straddle or Platform Carts can be used to influence control over skirmisher units. In this case, they may be considered a ‘main body unit’ and the skirmishers can roll for evasion measuring distance from this leader (see skirmisher rules above). Command vehicles are treated the same as Generals for movement (30.3) and loss (30.5) purposes. One command vehicles may be purchased for every 3 skirmisher units in an army. Cost 20pts.
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Wild Tribesmen
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Armoured Cloak ‘Spearmen’
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Massed Archers
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Shielded, Protected and Unarmoured
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Shielded – they gain a +1 save when shot at and in combat if they do not lose the last round of combat. When leaving disordering terrain they fail on a roll of 3,4,5,6.
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Protected – neither advantaged or disadvantaged in shooting or fighting – the default troop level of protection.
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Unprotected – they suffer a -1 save when shot at. Regular or Veteran Unprotected troops do not suffer disordering terrain effects as per rule (33.E) in Bloody Barons.
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Standards
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Generals (4” or less to enemy)
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Unreliable Allies
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Enemy were seen to be closer than 8” to, or shot at, any of his units.
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4 more enemy than friendly bases were lost or became broken.
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His Motivation dice is successful, in the turn following that in which the Army General motivates him successfully as his only motivation roll for the turn. This simulates delay while the situation becomes apparent, the sending of threats concerning the person of the general or hostages or promising bribes, temporizing, renewed appeals and so forth.
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His troops cannot shoot, or move closer than 30” to any known enemy.
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If any of his side’s commands were broken last turn and no enemy command is broken, his command will change sides and become a committed enemy command.
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Victory Points
Scenery
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The Palace Treasury
Event Title
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Number of rings (dice) allotted to the event
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1. The Attacker
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10-25 (with normal –1 for higher bidder)
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2. Men of Tongues: spies
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1-9
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3. Bazahatum: provosts and police
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1-9
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4. The Temple
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1-9
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5. Scouting
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1-9
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6. The Palace
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1-9
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7. Loyalty
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1-9
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8. Weather
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1-9
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9. Route of March
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1-9
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10. Strong Leadership
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1-9
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11. Quest for the Nam.Lu.Gal
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1-9
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Total Number of rings (dice) must equal 70
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Events Tables
Men of Tongues: spies
# Suc
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Result
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1
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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.
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2
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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.
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3
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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.
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4+
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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.
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Bazahatum: Police/ Provosts
# Suc
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Result
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1
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“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.
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2
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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.
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3
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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.
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4+
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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.
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The Temple
# Suc
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Result
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1
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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.
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2
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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.
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3
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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.
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4+
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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
# Suc
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Result
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1
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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
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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.
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3,4
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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.
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5+
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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.
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The Palace
# Suc
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Result
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1
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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.
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2
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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
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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?
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4+
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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.
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Loyalty
# Suc
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Result
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1
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Your loyal subjects present you with a fine humbaba head brooch to drive away evil spirits.
How nice.
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2
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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.
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3
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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.
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4+
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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
# Suc
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Result
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1
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Dagan has allied with us! The sun shines again.
One unit must shuffle.
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2
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Dark mists linger on the lands.
Player rolls d6-2 shuffles.
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3
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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+
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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
# Suc
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Result
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1
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Lazy Nomads. They lie like dogs and snore like pigs!
Choose one enemy levy unit and move it back to the baseline.
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2
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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.
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3
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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.
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4+
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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.
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Strong Leadership
# Suc
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Result
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1
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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.
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2
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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.
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3
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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.
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4+
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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
# Suc
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Result
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1
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King of Kish: let it be written in the lists.
Reroll one general’s quality. You must abide by the second roll.
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2
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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.
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3
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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)
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4+
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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.
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