The (Unofficial) Great Battles of History
The games are tactical level, with units representing hundreds of men and turns representing about twenty minutes or so. Scenarios cover battles from Marathon (490 BC) to the Roman Civil War, plus a few Samurai and Thirty Years War battles.
The complexity level is moderate to high, so if you've never played wargames before then you might be better off starting with something a little easier. The Ancients game seems pretty popular, and Mike Nagel is running a fan web site with lots of good info about it.
If you'd like some idea of what playing a GBoH game is like, try investigating the Sample Game or Interactive Replay articles at this site.
Q: What Games/Modules have been published officially?
A: Here's a list in chronological order by subject matter
(with modules for that game listed underneath), and with links to
game-specific comments:
For availability, see the GMT Games web site.
Several modules have also been published in C3i, GMT's house organ magazine.
Q: Where can I get out of print games/modules?
A: Try posting on the "rec.games.board.marketplace" newsgroup or the
CONSIM-L mailing list, or check with a reputable used games dealer. The
Web Grognards site can
help you locate one of the latter.
You should also note that the out of print games are on the P500 list (see next question) for reprint. They currently do not appear to have enough commitments to making printing feasible.
Q: What Games/Modules are planned?
A: Because of cash flow problems, GMT is currently publishing games
only when they have 500 guaranteed orders (meaning credit card number in
hand) -- hence the name of their current business plan, "Project 500".
You can get the full details at
GMT's web site.
The next expected game is Alesia (sieges).
Q: What Games/Modules have been published unofficially?
A: Vae Victis magazine has published
several scenarios, available in French. I've posted translations here at
my site.
I've also got a Qadesh scenario for
Deluxe Alexander available at this site, and a
Veseris scenario for SPQR.
Q: Wasn't there supposed to be a module about...
A: A lot of GBoH products have been announced, but are either still
in the mill or have fallen by the wayside. I wouldn't count on seeing
Protector (English Civil War),
Tercio (more 30 Years War), Bellum (GBoH
does cards), or Frederick the Great any time soon.
Other games/modules (like a 2nd Punic War campaign game that uses SPQR to resolve the battles) are sometimes mentioned as if we might see them in the next few years.
Q: I'd really like to see the system tackle....
A: The current series development is apparently being done with an eye
towards the companion computer games. I take that to mean that popular
subjects with some name recognition are more likely to see the
light of day than the Social War or the Marcomannic War. But hey, the
next module's going to be on the Jugurthine War, of all things, so
go ahead and lobby
Gene Billingsley (head of
GMT Games), Richard, or
Mark for your pet project.
Can't hurt.
Q: What's the deal with the SPQR Player's Guide?
A: Yes, the SPQR Player's Guide is finally (Apr 98) out,
after two and half years. Essentially, it's a magazine
where all the articles are devoted to
one game.
Was it worth the wait? In my opinion, yes (but see disclaimer in next paragraph). It's a solid 72 pages, not including the covers. You're bound to find some articles more useful than others, but even if you like only half of them, that's still 36 whole pages of good material.
A few articles in the Guide are based on some material from this site. The Guide took so long to appear that I signed over my money long before I knew that I'd be a contributor!
Q: What's the difference between Alexander and
Deluxe Alexander?
A: Deluxe Alexander has better rules, the
Hydaspes battle from the first module is included (along with
five new smaller scenarios), the Chaeronea map has been
reworked entirely, the Issus map has typos fixed, and the
graphics have been radically improved (although some might prefer the
older single-color counters to the current patches of rainbow).
On the down side, the list price jumped from around $30 to around $50, although it's now moot since the game is out of print.
Q: What's the difference between 1st and 2nd edition SPQR?
A: The second edition of SPQR is a rules-and-charts-only
update that folds the various errata and expansion rules from the first
three modules into the main rules. It's a much less drastic facelift
than that done to Alexander, and it's consequently much
cheaper (and probably still available?) so there's no good reason not to
upgrade.
You can identify the second edition rules by the note "2ND EDITION RULEBOOK" printed in large type on the cover of the rules.
Q: What's the difference between 1st and 2nd edition
War Elephant?
A: I have a report that there are more counters (according to the
advertising, at least) and the errata has been incorporated into the
module. Thanks to Martin Skold for passing this information along.
The ancients games are the most similar. The basic game systems are virtually identical, but there are enough niggling differences that I wrote up an article to list them all. It's much longer than I'd like, and many of the changes seem rather arbitrary.
Lion of the North uses a command system nearly identical to that of the ancients, but, as you might suspect given that gunpowder is now involved, the combat system has been completely overhauled. Don't let the fact that the Shock CRT is identical to the ancients Shock CRT fool you, as the numbers are used in completely different ways.
Samurai maintains the "feel" of the other games, but uses a new command system and a combat system that's a mixture of the ancients games and Lion.
Q: I've got a rules question for you....
A: I sometimes get asked rules questions, I suppose because people
don't know that the designers are available on-line. While I'm happy to
help out, you really ought to go to the source and ask
Mark and/or
Richard, because what they say goes.
When you get your ruling, please consider sending me the questions and answers so that I can add them to this FAQ.
Q: Has anyone ever tried substituting a command system like Rob Markham
uses in many of his pre-modern games?
A: Many people ask, but no one has made any rules to do so public.
If anyone takes the plunge, I'd love to make the rules available here.
Q: Can you play these games by e-mail?
A: They're not extremely well suited, because of all the dierolling and
the possibilities of trumping and orderly withdrawal, but between players
of goodwill it's actually not too hard.
There are a few packages, commercial and public domain, for for creating maps and allowing you to moves pieces around on them. Aide de Camp is probably the most famous of these, but there are a number of others. Check Web Grognards for a complete listing.
Of course, you don't really need any extra software. Just write down which leader is activating, which orders he gives, who moves (I suggest tracking start hex, end hex, and facing). If a move would allow orderly withdrawal, you can handle it a couple of ways. The mover can supply contingency orders, or just simply stop and resume the move after OW has occurred. You and your opponent need to decide where you want to play on the speed/trust continuum.
Electronic die-rollers are plentiful (check Web Grognards), though I've never had any problems using the honor method.
Q: When multiple units enter a friendly unit's Zones of Control, can I use
Reaction Fire against all the enemy units, or just one?
A: All the enemy units. The only bad part about doing so is the increased
chance of running low (or out) of ammo.
Q: If two enemy units are adjacent flank to flank, can one pivot to
get a flank attack? Would Reaction Facing Change be allowed if it does so?
A: Yes, if given an order or line command. Yes.
Q: PH column movement: when moving to a flank hex, does the rear of the
counter enter the hex vacated by the front, or does the counter "slide,"
with both parts entering a new hex?
A: The counter slides.
Q: Do Collapse Checks occur before or after Advance After Combat?
A: After.
Q: Alexander: Can Macedonian SK use line commands?
A: It seems like the Macedonian skirmishers can't use Line Commands, because
they often set up spaced out every two or three hexes, but according to the
4.33 any space invalidates the line. Richard has answered this by saying
to use the Caesar rules (reference VWHQ:GBoH:7), or you
may want to use a house rule that every two (or three) hexes is allowable,
or even use a Auxiliares phase as per Caesar.
Q: Alexander: Rules 9.63 and 9.64 disagree on the MA
of a square. Which is correct?
A: 9.64. Units in a square have an MA of '1'.
Q: Alexander: What are the latest interpretations of
the artillery rules?
A: They may fire "two times each enemy activation and 2x each friendly
turn. That should put a bit of a lid on it." [RHB]
Q: Diadochoi: In Paraitacene, which Greek double-sized
units does Eumenes use?
A: The best.
Q: Caesar: How many units can Caesar automatically rally
in one activation?
A: Three. Recall that in Caesar a leader can automatically
rally a unit that he is stacked with. So if Caesar, with an initiative of
6, begins stacked with a routed unit, he can (1) rally it, (2) move
to another routed unit, (3) rally it, (4) move to a third routed unit,
(5) rally it, (6) move to a fourth routed unit.
Q: Caesar: If a unit is routed by missile fire, can the
attacker continue moving?
A: Yes, if the attacker didn't enter ZOC.
Q: Caesar: Rule 4.42, interpreted literally, seems
to mean that a leader adjacent to an enemy unit must retreat or be
eliminated. Is this right?
A: No -- the rule only applies to unstacked leaders.
Q: Caesar: Conquest of Gaul: Some rules
(e.g. Barbarian Impetuosity [6.8]) only mention "Gauls", some mention
explicit Gauls AND Germans (e.g. Barbarian Ferocity [8.5]). There's a
difference between Gauls and Germans. So, which rules are special
Gallic (or "Celtic" incl. the Bretons), which are special German and
which are for both? (I'm sure the rule about Gallic lager [6.71] also
refers to the German lager.)
A: Gauls = Germans = Barbarians for play purposes . . . except for
German LC rule, and the notes about the Britons.
Q: Jugurtha: Can a unit recover if four hexes away from
a light cavalry units?
A: Yes.
Q: Jugurtha: Can "Hit and Run" be used officially in
other games?
A: No.
Q: Phalanx: Are the "Changes to Basic Rules" official
changes to Alexander/Diadochoi?
A: No, they're optional.
Q: Samurai: Can YU/TP fire regardless of their location
in the stack?
A: Yes.
So why am I doing it? Well, it just sort of happened. I wanted a database of scenarios that was sortable in various ways, and some place to record notes about my play experiences. Given that I also wanted to learn more about the web, it seemed a natural to work that material up for the Internet and share it with everyone. I suppose I'm trying to create the kind of focused material that I'd like to see more of on the web.
I'd love to see other people get motivated enough to get their own experiences and ideas on-line, too. The more sites the merrier -- that's what the Internet is all about.
Q: How often do you update the site?
A: I try to update the site twice a month, if for no other reason
than to keep the Interactive Replay going. But this is a hobby for me,
and sometimes the Real World intervenes. With two small children, I
certainly don't have as much time to maintain the site (or game, for
that matter) as I'd like.
Q: Why don't you have any material about...
A: Could be any of: I haven't thought of it, I haven't had time for it,
or it involves a game for which I have insufficient expertise.
But chances are that if you'd like to see a topic covered, probably
someone else would, too, so mail me and let's see if I can't scrounge
something up.
The site has benefitted greatly from the suggestions and contributions of others, so please feel free to let me know what you'd like to see.
Q: Hey, I've got a scenario for you...
A: Great! You can't have too many scenarios. But please run it by
Mark, Richard, and Gene first. If it duplicates some work that they
are doing or planning on doing, it's money out of their pocket, and
they're understandably less than enthusiastic about that. If it's
something they don't care about (like the
13th century BC), then getting their
permission isn't too hard, and I'd love to put it on the web site.
Q: How do you make the scenario maps?
A: I used to use the cheesy Paint program that comes with Windows 95,
which is why the old maps look so bad. I'm now using
Paint Shop Pro, which is making the work
on the Heraclea Interactive Replay much
easier. I'm much more limited now by artistic ability than limitations of
the software. :-)
Q: What other hardware/software are you using?
A: I finally upgraded my equipment from barely-scraping by to a
pretty nice setup: P2/300, 96Meg RAM, huge harddrive, Monster 3D
card, 56K modem (and an ISP that supports it). Upgrading,
along with the holidays and some illness, contributed to the
recent hiccup in the Interactive
Replay.
I've got no excuse now for ignoring the computer GBoH games (more anon...), but I still hate bandwidth-sucking web sites.
Since I'm a programmer by day, I just use a text editor (Emacs) to do the HTML markup by hand (using my own html-mode, if you're an Emacs geek). A fancier system would probably be useful when marking up other folk's text, but since I'm doing most of the writing here myself, it's just as easy to pop in the HTML tags as I go.
The database sections of the site just use custom Perl scripts to read my data and display it as desired. I'm a big fan of textual databases (for this type of data, anyway), which Perl excels at manipulating.
I used to try to validate my HTML using the WebTechs service, but I've added too many pages in the last few months to keep doing that. If you're having problems accessing any of the material at the site, by all means tell me and I'll try to straighten it out.