Sometimes mistakes can turn out for the best, in wargaming as in real life. I ordered triremes by mistake - mine, not theirs - from the excellent Outpost Wargaming, a deliciously inexpensive and suitable way to create as large an ancient fleet as one could possibly want. Could I find a way to utilise a hundred or so triremes as a way to try out David Manley's ancient fleet naval rules? It turned out that I could: the battle of Pylos was ideal in size, and an exciting scenario into the bargain.
At this battle, a Spartan force sent to relieve their men ended up being
trapped in the harbour - later to become even more famous for the Battle of
Navarino - and was defeated by Demosthenes' Athenians, fleeing out to sea and
leaving their men eventually to be ransomed, a key event in the history of the
Peleponnesian War. Could I recreate something like his victory?
The geography of the battle was tricky, according to a nineteenth century summary of the principal account:
Thucydides describes the harbour, of which the promontory Coryphasium formed the northern termination, as fronted and protected by the island Sphacteria, which stretched along the coast, leaving only two narrow entrances to the harbour, - the one at the northern end, opposite to Coryphasium, being only wide enough to admit two triremes abreast, and the other at the southern end wide enough for eight or nine triremes. The island was about 15 stadia in width, covered with wood, uninhabited and untrodden, (Thuc. iv. 8.) Pausanias also says that the island Sphacteria lies before the harbour of Pylus like Rheneia before the anchorage of Delos (v. 36. § 6)
(William Smith, 1854).
A map:
Here's what it looks like now, time having wrought some changes to the harbour, essentially increasing it in size by creating a lagoon to the North.
I ended up rendering it like this - here, the Spartans are in the bay
awaiting their fate:
A first for me: the ground scale for this battle (though not quite the
vertical) was the same as the ship scale, i.e. 1/3600. That really is the
approximate size of the harbour.
They are 49 strong, in seven squadrons of seven ships, each, plus one
Admiral, facing a Spartan force of 43 in six squadrons, but of more varied
size, and their Admiral. Notice the narrow entrance to the harbour - and that's
the wide one to the South, shown in the photo above. Although there is some
debate about how wide the entrance actually was, there is general agreement
that the Northern entrance to the harbour is extremely narrow, possibly only
wide enough to allow a single ship through at a time. No place to be making an
entrance, though, was my view as Demosthenes.
At this point, a brief digression on the rules. David Manley himself
says this in the introduction to the rules, 'Greek Fire and Roman Fury'.
'One of the regular debates that my wargaming chums and I seem to have is the one about “whose role are we taking when we play a wargame?” Are we playing ship’s captains or fleet admirals? In general naval wargamers tend to assume the role of admirals whilst demanding a level of detail more appropriate to games set at the lower level. For most cases this is isn’t too much of a problem as the numbers of ships tends to be relatively small, and there are fleet level rules with appropriate levels of abstraction available for most periods. However, the ancient period seems to one where all available rules operate at the ship level. Obviously this makes battles such as Salamis, with hundreds of ships involved, difficult to handle. I wanted a set of rules that could be used to recreate these enormous battles whilst placing the players truly in the roles of admirals and squadron commanders. At this level the fate of individual ships is unimportant. Hence, “Greek Fire and Roman Fury” was born.
The basis for these rules is a theory that the naval battles of antiquity were fought in a similar style to land actions. Therefore, in these rules, the respective fleets are represented by squadrons rather than individual ships, which are manoeuvred around the “battlefield” in a similar manner to armies. After a few false starts I decided to use “Fire and Fury” as the basis for the system, hence the name I finally selected..'.
On this basis, you can be sure of what you are getting, and GFARF do not
disappoint. Squadrons are represented by a base with anywhere between two and
eight ships, commanders have qualities that affect their performance, ship data
are provided for a wide range of ancient types - we were both Aphract Triremes,
so no shooting on this occasions, just melee. Squadrons have a limited range of
formations - the Athenians were in the Diekplous - whilst morale and movement
are combined in a single table, as in F&F. Simple, straightforward rules
that will be well-suited to a major ancient fleet action once David has
finished his final tweaks.
The Spartans did not lack courage: they came on immediately.. Out we went into single line to face theirs:
And some tough melees ensued. At first it did seem that the larger Athenian squadrons would have the advantage, despite the fact that a significant proportion of my force was still trapped in the entrance, undoubtedly the right thing for the Spartans to do:
But as the fight began to break up into squadron actions, the numerical advantage of the Athenians was not available to their best advantage.
At the height of the battle, the forces were still struggling around the harbour entrance, a quite different state of affairs than in history, where by this time the Spartans had fled.
The Athenian formation had not played to their advantage, and their losses became heavy - two squadrons in a single move, in fact, and even a couple of ships lost to collision. By the end of the battle, ten moves in total, all their remaining ships could do was to decide to turn tail and flee, leaving the harbour to the Spartans, no doubt a significant number of Athenian prisoners from those who had escaped sinking ships and swum to shore, and most importantly - no ransomed Spartan army. What misplaced confidence on my part!
This was a most enjoyable and rewarding test action, which gave us
confidence that in due course we would not only be able to fight much larger
ancient naval actions, such as those of the Punic Wars, but would be able to
integrate naval actions and land actions into a campaign, should we
choose.
References
Kagan. D. (2003) The Peloponnesian War. London, Penguin
Smith, W. (1854) Dictionary of Greek and Roman Geography.
London, Walton & Maberly. Available [extract] at at: https://www.gtp.gr/LocInfo.asp?infoid=49&code=EGRPME40NSTNST00061&PrimeCode=EGRPME40NSTNST00061&Level=10&PrimeLevel=10&IncludeWide=1&LocId=61633 Retrieved 1
June 2020.
Thucydides History of the Peloponnesian War. 4:11-14.