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(Thanks to Brandon Einhorn and Alan Ray for their assistance in the preparation of this article.) SIMPLE GBoH offers an almost unique opportunity in the annals of board-based ancient gaming— namely the chance to recreate the most famous battles of early history and to do so in a smoother, more playable, less time-consuming, and even more fun manner than ever before. Utilizing the basic framework of the original GREAT BATTLES OF HISTORY designs, SIMPLE GBoH (SGBoH) is a restructured, streamlined, and, indeed, simpler version of that system. Yet, it is in no way "simple." Covering DELUXE ALEXANDER, SPQR, CAESAR: THE CIVIL WARS, CAESAR: CONQUEST OF GAUL, CATAPHRACT and all of their related modules, SGBoH is very comprehensive in its scope. Scenarios from C3i and the SPQR PLAYER'S GUIDE are not in- cluded, but conversions are in production and will soon appear. SGBoH is a completely self- contained set of rules; there is no carryover from GBoH. Those players familiar with GBoH should not assume that certain rules also apply to SGBoHunless specifically mentioned, they don't. GMT has no intention of abandoning its legion of loyal GBoH fans, but instead offers an alternative play method to old and new players alike, allowing them to enjoy the legacy of the GBoH line. In my view, the design/ development team has succeeded here with flying colors, so let's take a look at how they accomplished this by taking a comparative tour of the SGBoH and GBoH systems. THE Each of t own rule similar, it oneself w sections a between whose ru titles in o units, ord are used breeze to different SGBoH. rules are basis, wit being ret or seemin discarded MOV In GBoH activated complete formatio leaders) a to how m (more on side of th longer ne it serves troops (s become f down to is contigu requires t surround of them c an added both side fully whe activate, easy to m BASICS the classic GBoH titles has its ebook, and though they are t is still necessary to familiarize with the pertinent individual as you switch back-and-forth games. Not so with SGBoH, ules cover all of the appropriate one standard set. Yet, the same ders of battles, and rout levels for the scenarios, so it is a o jump between battles from games by utilizing Individual special scenario e handled on a case-by-case th the more important ones tained while the now obsolete ngly obscure ones are generally d. VEMENT H, individual leaders are d, and, when their actions are e, they are finished. In SGBoH, ons (along with their assigned are chosen, and there is no limit many times this can be done n this later). The reverse "moved" he individual counters is no eeded as a reminder, but instead as a "reduced" side for certain see Combat). As leaders gradually finished in GBoH, turns wind completion. But in SGBoH play uous and each player turn the utmost situational awareness ding all formations since any one can be activated. This presents d strategic element to SGBoH as es must weigh their options care- en deciding which troops to and these choices are often not make.

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(Thanks to Brandon Einhorn and Alan Rayfor their assistance in the preparation of thisarticle.)

SIMPLE GBoH offers an almost uniqueopportunity in the annals of board-basedancient gaming— namely the chance torecreate the most famous battles of earlyhistory and to do so in a smoother,more playable, less time-consuming, andeven more fun manner than ever before.Utilizing the basic framework of theoriginal GREAT BATTLES OFHISTORY designs, SIMPLE GBoH(SGBoH) is a restructured, streamlined,and, indeed, simpler version of thatsystem. Yet, it is in no way "simple."

Covering DELUXE ALEXANDER,SPQR, CAESAR: THE CIVIL WARS,CAESAR: CONQUEST OF GAUL,CATAPHRACT and all of their relatedmodules, SGBoH is very comprehensivein its scope. Scenarios from C3i and theSPQR PLAYER'S GUIDE are not in-cluded, but conversions are inproduction and will soon appear.

SGBoH is a completely self- containedset of rules; there is no carryover fromGBoH. Those players familiar withGBoH should not assume that certainrules also apply to SGBoHunlessspecifically mentioned, they don't.

GMT has no intention of abandoning itslegion of loyal GBoH fans, but insteadoffers an alternative play method to oldand new players alike, allowing them toenjoy the legacy of the GBoH line. In myview, the design/ development team hassucceeded here with flying colors, solet's take a look at how theyaccomplished this by taking acomparative tour of the SGBoH andGBoH systems.

THE BASICS

Each of the classicown rulebook,similar, it is still necesoneself withsections as you switch backbetween games. Not so withwhose rules cover all oftitles in oneunits, orders of battles, and rout levelsare used for the scenarios, so it isbreeze to jump between battlesdifferent games by utilizingSGBoH.rules are handled on abasis, with the morebeing retainedor seemingly obscure ones are generallydiscarded.

MOVEMENT

In GBoH,activated, and, when their actionscomplete, they are finished. Informationsleaders) are chosen,to how many(more onside of the individual counters islonger needed as a reminder,it serves as a "retroops (seebecome finished indown to completion. But inis contiguous andrequires thesurrounding all formations sinceof them can be activated.an added strategicboth sidesfully when deciding which troopsactivate, and these choices areasy to make.

THE BASICS

Each of the classic GBoH titles has itsrulebook, and though they are

similar, it is still necessary to familiarizeoneself with the pertinent individual

as you switch back-and-forthbetween games. Not so with SGBoH,whose rules cover all of the appropriatetitles in one standard set. Yet, the same

orders of battles, and rout levelsare used for the scenarios, so it is abreeze to jump between battles fromdifferent games by utilizing

Individual special scenarioare handled on a case-by-case

basis, with the more important onesbeing retained while the now obsolete

ingly obscure ones are generallydiscarded.

MOVEMENT

GBoH, individual leaders areactivated, and, when their actions are

ete, they are finished. In SGBoH,formations (along with their assignedleaders) are chosen, and there is no limitto how many times this can be done(more on this later). The reverse "moved"side of the individual counters is nolonger needed as a reminder, but insteadit serves as a "reduced" side for certaintroops (see Combat). As leaders graduallybecome finished in GBoH, turns winddown to completion. But in SGBoH playis contiguous and each player turnrequires the utmost situational awarenesssurrounding all formations since any oneof them can be activated. This presentsan added strategic element to SGBoH asboth sides must weigh their options care-fully when deciding which troops toactivate, and these choices are often noteasy to make.

Primer: SIMPLE GBOH

In SGBoH, there are no trump ormomentum actions, having beenreplaced by a mechanic called seizure.This allows the overall commander(s)(and certain individual subordinateleaders on occasion) to roll against theirinitiative rating in an attempt to takeback-to-back turns. The amount ofseizure tries is strictly limited percommander per scenario, so this isanother resource/ decision-makingelement that factors into SGBoH. Repeti-tive seizure is not possible because a sideis never allowed to take three player turnsin a row.

COMBAT

Combat is mandatory inSGBoH, even for outof-command units whoare next to the enemy. The TroopQuality (TQ) check prior to melee isgone—a significant time-saver. Actualresolution is much easier

in SGBoH, being handled by a lone dieroll on the single-column Shock ResultTable. Weapon Superiority is stillcrucial, with die roll modifiers (DRMs)applied depending on whether the attackis frontal or flank / rear. Just like inGBoH, the attacker has the advantage inSGBoH since he gains a positivemovement bonus for the shock roll.There are other potential modifiers (TQDifferential, Size, Hits, Terrain andLeadership), but like climbing a ladderstep-by-step, the process is quite simpleand quickly becomes second nature. Ahelpful fold-out chart containing theseDRMs and rules reminders serves to aidthe process. Additional rolls for TQ/rout checks, leader casualties and cavalrypursuit will be required, but overall thereis noticeably less die rolling in SGBoH.

Cavalry pursuit has been limited inSGBoH—your mounted warriors mayonly pursue routed enemy horse, not hisfoot troops—another welcome change.Your valuable cavalry will no longerfollow some low-TQ foot unit just tomop up. If your cavalry leader does gooff-map in pursuit, remaining units inthe

formation may still move (though theyare considered out-ofcommand) insteadof waiting around to be slaughtered.

A major departure from GBoH, hits inSGBoH cannot be removed. When aunit's accumulated hits reaches its TQlevel, it simply routs and is removed fromthe board (no rout movement inSGBoH). In each scenario, certain high-quality troops (Phalanx, RomanPrincipes, etc.) may have a capacity tocarry on in "reduced" condition, thusremaining in the game. Flip such a unit toits "moved" side, and this "reduced" unithas a TQ of 2 less than its original rating.These changes result in a lot less counterfidgetting.

Roman LG / CO and all X- or Farmedunits no longer have a missilecapability, but they can gain a positiveDRM when attacking frontally unitswithout this capability. Elephants losetheir missiles in SGBoH, also. With noammunition requirements, again wehave fewer counters to manage inSGBoH. Missile troops can fire only onceper phase, and have logical restrictions ontheir abilities (e.g., javelin armed units maynot missile attack if they start in aZOC—after all, it is a little difficult tothrow spears while engaged in hand-to-hand combat). Slingers, Archers, FootJavelins, Mounted Javelins and Artilleryare all rated for effectiveness and range,so the chrome of individual missile firestill remains.

Skirmishers can be more effective inSGBoH simply because the missile hitsthat they cause are permanently attachedto the target. I like this aspect of thedesign. When missile troops are firstcontacted by the enemy they can eitherstay put and try to inflict a hit withreaction fire or retreat before combat—they can't do both. These poorauxiliaries will usually suffer heavily ifthey remain to launch missiles—yetanother welcome decision nexus thrustupon each player.

Speaking of missile troops, hit- and-runstill occurs in SGBoH, but there is nocumbersome movement. Instead, the ruleis a refinement of the harassment anddispersal tactic first introduced inCAESAR: CONQUEST OF GAUL.Missile-capable foot units who startexactly two hexes away (or four hexesaway for Light Cavalry) from their target(foot units still can't go after cavalry) canannounce the hit-and-run attack. Simplycheck modifiers, roll the die, and inflict ahit if successful.

COMMAND

Command is oftencited as one of thesticky mechanics ofGBoH, but SGBoHhandles this by simply requiring units of aparticular formation to be within theirleader's printed range, with extendedcontiguous lines allowed. Other leader

ratings on their counters are ignored(except for initiative in seizure attempts).Certain Line or Special commands areavailable in many of the scenarios, thuspermitting an overall commander'sformation and one of his (in range)subordinate leader's formations toactivate at the same time. Importantly,Out-of-Command troops may move(usually to guard a flank or to scoot backinto command range), but they cannotmove adjacent to any enemy units norexpend any movement points if in aZOC (or have any enemy unit in theirZOC). Auxiliary troops like Skirmishershave no leaders— their formation isalways in command. This makes sense tome since the role of these light troopswas usually fairly well defined on theancient battlefield—screen enemy troopmovements and harass them with missilefire.

CONTINUITY

Facing remains the same (to the vertex),and elements like reaction facing changes,frontal ZOCs, and missile fire zones arestill present.

Likewisepermitted, with only the Romans (sametype/same formation) andone Infantry) beingsame hex. The potent DoublePhalanx/they are not considered a stack, butinstead are treated as a singleunit.

A perennial favorite,have the potential to rampagebattlefield inrout because of tooor their failure to pass a TQ check aftersuffering a missile hit. Onceprocess has beenlumberingwraiths in search of targets

There are a handful of other rulesmodifiers coveringChariots, CataphractedFortifications, Columnetc., but these areonly come

PLAYING TIM

SGBoHplaying than classiccertainly true,estimatedplaybook are often exceeded. Still, inalmost every case,conclude faster (up to 50larger battles)counterparts.

Solitaire play is excellent utilizing bothsystems, thoughmore manageable of the

OPTIONAL IDEAS

Repetitive Activation.aspects offamiliarization is the way the systemmodels time; it just feels odd. Byallowing one side toformation overpenalty,portions

Likewise Stacking is normally notpermitted, with only the Romans (sametype/same formation) and Artillery (plus

nfantry) being able to occupy thesame hex. The potent Double-DepthPhalanx/ Hoplite units are retained—

are not considered a stack, butinstead are treated as a single (really big!)

A perennial favorite, Elephants stillhave the potential to rampage thebattlefield in SGBoH, either when theyrout because of too many cohesion hits

failure to pass a TQ check aftersuffering a missile hit. Once again, theprocess has been simplified and thelumbering beasts don't roam around likewraiths in search of targets anymore.

There are a handful of other rules andmodifiers covering Germanic Cavalry,Chariots, Cataphracted Cavalry,Fortifications, Column Movement,etc., but these are situation specific and

come into play in certain scenarios.

PLAYING TIME

SGBoH is marketed as being quickerplaying than classic GBoH. While this iscertainly true, in my experience theestimated play times listed in the SGBoHplaybook are often exceeded. Still, inalmost every case, SGBoH scenariosconclude faster (up to 50 per cent in thelarger battles) than their GBoHcounterparts.

Solitaire play is excellent utilizing bothsystems, though SGBoH is easily themore manageable of the two.

OPTIONAL IDEAS

Repetitive Activation. One of theaspects of SGBoH that takes somefamiliarization is the way the systemmodels time; it just feels odd. Byallowing one side to activate the sameformation overand-over again withoutpenalty, and so permitting otherportions of the battlefield to sit idle,

Primer: SIMPLE GBOH

potential abuses can occur. Theargument here is that the opposing sideshould be maneuvering his formations tobring pressure to bear on differentsections of the battlefield, and often thisis indeed the case. Still, if Alexanderwants to activate only his CompanionHeavy Cavalry and run roughshod overthe Illyrian Light Infantry at Pelium, thenhe can do just that. Of course, withoutthe ability to remove hits, there is a finitelimit to this activity.

If this system of chronic formationactivation bothers you, I propose thefollowing optional rule ideas: If anyformation is chosen on threeconsecutive player turns, then each unitreceives one hit prior to the thirdactivation. Or if you don't mind keepingtrack, apply the 1 hit penalty to any ofyour formations that activates threetimes before all your other formationshave activated at least once (then resetthe "activation clock" after everyformation has moved). This will make aplayer think twice about going to the wellonce too often.

First Activation. Unless a certainscenario lists a special rule otherwise, thetypical game of SGBoH starts randomlyby each player rolling one die, with thehighest number going first. Having thestarting activation can be ratherimportant because the initial move can'tbe seized, and after his turn is done, thefirst player is allowed to try and seize hisopponent's first turn thus earning back-to-back moves at the beginning of thegame. If you'd like to refine who actuallystarts a scenario, try this house rule: Bothplayers roll one die and add the initiativerating of their overall

commander (or the highest-rated OC, ifmore than one) to see who goes first.Be aware that this can give even moreof an advantage to the high rated andheavily- favored leaders (like Caesar).

CONCLUSION

One of the most frequent comments thatI've heard over the years when discussingthe GBoH line is from fellow hobbyistswho own and have admired the games inthe series from afar, but have never quitegotten around to playing them. Formany, SGBoH is the key to unlock thatdoor, allowing the uninitiated to sit downand enjoy the series for the first timewith only a modicum of effort. For thosewho have disdained GBoH due toperceived complexity and a high "fiddle"factor, SGBoH presents the opportunityto take a more appealing and fresh lookat the designs. For those who have beenrelishing the classic GBoH series foryears, this article is not intended todissuade you or diminish the pleasurethat you obtain from the original system.Instead, SGBoH can offer a parallel, yetbetter paved, path to the samedestination.

GMT will be supporting SGBoHsimultaneously with future GBoHprojects. That is certainly good news. Fornow, we have a

plethora of converted battles to explore,and when some of the out-of-printgames become available again (and theC3i scenarios are converted), virtuallyunlimited ancients action can occur.Indeed, the more games and modulesthat you own, the better the bargain here.SGBoH has set a new standard in thehobby that is unlikely to be eclipsedanytime soon.

Ed. Note: Existing C3i GBoH scenarioshave been undergoing conversion and testing,and will be made available by GMT. It is ourintention at C3i to publish scenarioinformation for both systems in our upcominghistorical articles. — SKT