Tuesday 23 May 2023

It's Time to Lift the Curtain, and Reveal The Fate of All

For several months now, we've kept Thin Red Line Games next project hidden. The only details shared publicly were the operation codename (HADES EMBRACE) and the secrecy level (NATO COSMIC SECRET, an official NATO term no matter how ridiculous it sounds). 

I must confess this was part of a plan to deliberately mislead and confound enemy spies, apparently with good results. Now, the Auguries have determined that it is time to reveal the Will of the Gods.


Loosely inspired on SPI's "The Conquerors", The Fate of All is an operational / tactical simulation covering the first four years of the campaign led by Alexander the Great against the Achaemenid Empire ruled by Darius III.

Rules are centred on the problems of army organisation, supply and morale. Armies must be organised in a balanced way or they will move slowly, cavalry must be assigned to foraging, raid, or reconnaissance, morale must be kept under control using glory or donations.

Political aspects are also a key element. Both sides will have to use money or threats to gain support and will face treason, revolts and dubious allies.

All the classical sources and several modern military-focused studies are being used during development. In particular, The Anabasis of Alexander by Arrian has been chosen as the main and most reliable classical source for two reasons: Arrian based most of his writing on the now lost Ptolemy's account of the campaign, and he was himself a military commander, thus having a better understanding of the problems and key facts of a military campaign.

The final goal is to give a realistic representation of ancient warfare, without strange salads of godly interventions, auguries and Homeric duels. In the end, players will find that the problems faced were similar to those encountered during the Napoleonic era or the American Civil War.

The four maps will cover Greece, part of the Balkans, Anatolia, Egypt and the Middle East up to Babylon. The scale is 30 km per hex with monthly turns.

Maps Overview (still in development)

The maps are designed using the latest archaeological studies and findings, but despite centuries of research several things are still only vaguely known: Some examples are the extension and path of the Persian Royal Roads, the location of several important cities and the exact route of Alexander's Army. In these cases, the "most accepted theory" rule has been used.

Map detail of Kypros and Syrian coast

Map detail of Lower Macedonia and Thessaly

Counters will be 5/8" (same as in the C3 series). Each counter represents a formation, from a Macedonian Phalanx Taxis (approx. 1500 soldiers) to a Cavalry Ile (200 - 300 mounted soldiers). Commanders and naval forces are also represented and will be key elements for the final victory.

Counters Sample (provisional values & art)

Battles can be fought using Strategic Combat, still realistic but quicker, or to their full extent using the Tactical Rules and Map - probably the best choice for a decisive battle.

Tactical Map with part of the Macedonian army deployed (still in development)

Last but not least, rules for solo playing of the full campaign as Macedonian player will be included!

Cost? No idea yet. When? Somewhere in 2023 hopefully. More details to come, but as usual you may reserve a copy immediately by writing a Votive Tablet to info@TRLGames.com !





11 comments:

  1. Are the fonts for the counters and map finalized, while they look pretty on a computer screen, I have had several friends point out that the counters will be hard to read when on the tabletop and the navy blue versus black colored numbers may be hard to distinguish when on the tabletop.

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  2. Please don't make the mistake of underestimating Darius' capabilities or assuming the Persians had massive numerical superiority.
    They certainly had more and very capable cavalry but could not muster the exaggerated infantry forces they are often assumed to have. And the tactical frontages and unit densities belt the fact that the armies were probably much closer in size than traditionally reported..
    A great read is "Alexander the Great and the Logistics of the Macedonian Army" which highlights the logistical challenges and brilliance of Alexander, while acknowledging the capabilities of his opponent in this regard and the impact it had on strategy and operations.

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    1. "Alexander the Great and the Logistics of the Macedonian Army" is one of the sources we have used to define several key rules :)
      Regarding the army size, all sources and modern studies agrees on the Persian having a significant numerical superiority after the Granicus battle. We're not of course talking about absurd figures like one million men, but anyway significant. This is also confirmed by Alexander's manoeuvres before Issus and by the Macedonian deployment at Arbela.

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  3. Wow....when can preorder?

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    1. Right now, by sending a Votive Tablet to info@TRLGames.com :)

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  4. OK early days yet but can you see other titles being released on other ancient conflicts using the same rules??

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  5. The Conquerors for its time was brilliant. However, there were some big failures: the "economic" system was clumsy and not well balanced; maybe area movement would work better (and be quicker); finally the tactical combat system (which was the reason I preordered the game) was a total flop. The reality of ancient battles is larger combat groups, not smaller combat units. The phalanx fought as one (or occasionally two) unit(s), not by battalions. The tactical system should be very quick playing, with a low number of units.

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    1. Basically I agree on your opinion about "The Conquerors", and as written above The Fate of All is only loosely inspired on it. Moreover, as usual we're putting a notable quantity of historical research in the development.
      I beg to differ on area movement, the use of hexes was actually one of the first design decisions. Area movement is one of the factors that gives to most ancient era wargames an excessive simplicity, making the movement and logistic problem of the time a trivial matter that can be easily ignored or only marginally considered.

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