May 6, 2024

The Battle of Tun Gus Wood


I wrote a test scenario for my Ancients/Bronze Age/Tribal ruleset Gudugán Pudugán. The rules and the scenario are available from the separate sub-pages in the header of the blog. The scenario is more or less based on one from One Hour Wargames, with a bit of a Gudugán Pudugán specialty twist.

On the image above, we see both the armies of Karhutu (northern table edge) and Osomano (south) deployed, the Osomanoan cavalry making an advance in the center around Tun Gus Wood.



This is a Gamemat.eu mat, the ruins are fake Jenga bricks, the larger piece of woods is a cheap aquarium ornament from Shein.

The figures are wooden meeples, denoting troop types, and the colored beads show which wing of the army they belong to.


Karhutu heavy horse countering the move in the center.

The Karhutu left flank attempts to shoot up the enemy right, with feeble results.

The Osomano chariotry strikes back, but the Karhutu light foot gives support and their horse holds.

On the Karhutu right, the main body of foot lodges itself between the ruins, occupying the first Holy Object.

The Osomano light horse causes some damage with arrows, but nothing decisive.



In the center, the greater weight of the Karhutu horse proves to be the deciding factor. They throw the enemy back in confusion.

Finally the volleys begin to tell on the Osomano chariots.



More missile troops join in the fray, and the situation on the Osomano right becomes precarious.


Now this is something I expected when writing the rules: one unit routs, and a mass rout follows. The Osomano right disintegrates.


The Karhutu heavy cavalry mows down the enemy light horse.


The Osomanoan left flank is slow to react: they reach the Holy Object late, and attempt to dislodge the enemy from the ruins, sending in their Grave Beast unit to knock the enemy vanguard down.


The Osomanoan right attempts to hold just a little longer so a decision could be forced around the ruins.


The attack of the Grave Beasts is beaten back. The object has to be held for six consecutive turns - with this, Karhutu remains master of it.


The game worked well and the rules required just some minor tweaking (such as making countercharge results more exact). It's fun and fast flowing. 

I just made a TYW variant so I guess more is to follow.

4 comments:

  1. Fascinating seeing the development of your ideas and it looks as if the balance is there. Great job Andrew.

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  2. Ah, an interesting mix of rules!

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