ancient battlelines clash v2.2

24
Ancient Battlelines Clash V2.2 by Shaun Travers Page 1 of 24 Ancient Battlelines Clash Version 2.2 FINAL October 2015 © Copyright Shaun Travers 2015 Table of Contents 1 Document structure ....................................... 1 2 Introduction ................................................... 1 3 Units .............................................................. 1 4 Terrain ........................................................... 3 5 Game sequence .............................................. 4 6 Activations..................................................... 5 7 Action tests .................................................... 6 8 Melee ............................................................. 8 9 Sample army lists .......................................... 9 10 Optional rules ............................................ 9 11 Rule examples ......................................... 10 12 Example of Play ...................................... 13 13 Designer Notes ........................................ 15 14 Programmed opponent............................. 17 1 Document structure Pages 1-12: The rules including examples, optional rules and a reference sheet on page 12. Pages 1-12 is all that is needed to print to play. Pages 13-16: Detailed example and designer notes. Pages 17-24: Fully programmable opponent for the rules; none, some or all may be used. Pages 13-24 are not essential to play, but if you want to use them, it is best to print off separately. 2 Introduction Fast play rules for massed ancient battles. ABC is a solo-friendly game in 30 minutes on a 60cmx60cm board. The latest version may always be found online at http://shaun-wargaming- minis.blogspot.com.au/p/blog-page.html 2.1 Scale, bases and measurements One turn is approximately 60 minutes. One unit is 400-1500 soldiers. All measurements are in cm. All die rolls are a singular six-sided die; high rolls are always good for the roller. Recommended unit base sizes are: Base Width Depth Infantry 40mm 20mm Cavalry 40mm 30mm Elephants, Chariots, Camps 40mm 40mm Depth is not that important but widths should all be the same. For easy identification, battle units should be 4 figures to a base, auxiliary units 3 and skirmishers 2. The rules are designed with 15mm figures with basing similar to many other rules. If playing with different figure sizes or base widths, scale measurements appropriately. 3 Units 3.1 Classification Each unit has a type, a role and a fortitude that defines its and movement value (MV) and combat value (CV). Units may also have abilities. 3.1.1 Type There are five types of units: Infantry (MV 8) Cavalry (MV16) Chariot (MV 12) Elephants (MV12) Camps (MV0) 3.1.2 Role Battle (CV 4): The main battleline units formed in mass to engage and destroy the enemy in melee e.g. heavy infantry, knights and cataphracts. Auxiliary (CV2): Heavy cavalry, and infantry (such as peltasts) that can melee, but usually on the flanks and not able to stand in the centre battleline. Skirmish (CV1): light archers, javelineers, slingers etc. Their role is to disrupt the enemy through missile fire rather than melee. Note: Elephants and Camps have no role. 3.1.3 Fortitude Fortitude represents staying power and is a combination of morale, experience, armour protection, skill and élan. High fortitude, +1 to CV and most tests. Average fortitude, the default, no modifiers. Low fortitude, -1 to CV and most tests. 3.1.4 Exceptions, mounted and light units Battle chariots: Only have CV 3, not 4. Skirmish mounted: MV20 (Chariots MV16). Mounted: Cavalry, chariots, scythed chariots and elephants. Light: All auxiliary infantry and all skirmishers. 3.1.5 Special units Elephant: CV3, MV 12, no flanks in melee. Aux/Skirmish infantry are +2CV Vs elephant, and cavalry and chariots are CV0 Vs an elephant. Scythed chariot: CV3, MV20, auxiliary chariot. Destroyed if disordered or pushed back or retreats. Skirmish infantry +2CV Vs scythed chariot. Does not count against group deployment limit; single units only. Camel: Treat as auxiliary cavalry but no shock bonus, +1CV Vs cavalry and chariots. Camp: CV1, MV0, does not count as a single unit and no flanks in melee. A camp receiving a destroyed result instead sees one attacker advance onto the camp and loot for the rest of game. Camps are used only in scenarios.

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Miniatures Wargame rules Ancient Battlelines Clash v2.2 - FINAL VERSION

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Page 1: Ancient Battlelines Clash v2.2

Ancient Battlelines Clash

V2.2 by Shaun Travers

Page 1 of 24

Ancient Battlelines Clash

Version 2.2 FINAL October 2015

© Copyright Shaun Travers 2015

Table of Contents

1 Document structure ....................................... 1

2 Introduction ................................................... 1

3 Units .............................................................. 1

4 Terrain ........................................................... 3

5 Game sequence .............................................. 4

6 Activations ..................................................... 5

7 Action tests .................................................... 6

8 Melee ............................................................. 8

9 Sample army lists .......................................... 9

10 Optional rules ............................................ 9

11 Rule examples ......................................... 10

12 Example of Play ...................................... 13

13 Designer Notes ........................................ 15

14 Programmed opponent ............................. 17

1 Document structure Pages 1-12: The rules including examples,

optional rules and a reference sheet on page 12.

Pages 1-12 is all that is needed to print to play.

Pages 13-16: Detailed example and designer notes.

Pages 17-24: Fully programmable opponent for the

rules; none, some or all may be used.

Pages 13-24 are not essential to play, but if you

want to use them, it is best to print off separately.

2 Introduction Fast play rules for massed ancient battles. ABC is

a solo-friendly game in 30 minutes on a

60cmx60cm board. The latest version may always

be found online at http://shaun-wargaming-

minis.blogspot.com.au/p/blog-page.html

2.1 Scale, bases and measurements

One turn is approximately 60 minutes. One unit is

400-1500 soldiers. All measurements are in cm.

All die rolls are a singular six-sided die; high rolls

are always good for the roller.

Recommended unit base sizes are:

Base Width Depth

Infantry 40mm 20mm

Cavalry 40mm 30mm

Elephants, Chariots, Camps 40mm 40mm

Depth is not that important but widths should all be

the same. For easy identification, battle units

should be 4 figures to a base, auxiliary units 3 and

skirmishers 2. The rules are designed with 15mm

figures with basing similar to many other rules. If

playing with different figure sizes or base widths,

scale measurements appropriately.

3 Units

3.1 Classification

Each unit has a type, a role and a fortitude that

defines its and movement value (MV) and combat

value (CV). Units may also have abilities.

3.1.1 Type

There are five types of units:

• Infantry (MV 8)

• Cavalry (MV16)

• Chariot (MV 12)

• Elephants (MV12)

• Camps (MV0)

3.1.2 Role

Battle (CV 4): The main battleline units formed in

mass to engage and destroy the enemy in melee

e.g. heavy infantry, knights and cataphracts.

Auxiliary (CV2): Heavy cavalry, and infantry

(such as peltasts) that can melee, but usually on the

flanks and not able to stand in the centre battleline.

Skirmish (CV1): light archers, javelineers,

slingers etc. Their role is to disrupt the enemy

through missile fire rather than melee.

Note: Elephants and Camps have no role.

3.1.3 Fortitude

Fortitude represents staying power and is a

combination of morale, experience, armour

protection, skill and élan.

• High fortitude, +1 to CV and most tests.

• Average fortitude, the default, no modifiers.

• Low fortitude, -1 to CV and most tests.

3.1.4 Exceptions, mounted and light units

Battle chariots: Only have CV 3, not 4.

Skirmish mounted: MV20 (Chariots MV16).

Mounted: Cavalry, chariots, scythed chariots and

elephants.

Light: All auxiliary infantry and all skirmishers.

3.1.5 Special units

Elephant: CV3, MV 12, no flanks in melee.

Aux/Skirmish infantry are +2CV Vs elephant, and

cavalry and chariots are CV0 Vs an elephant.

Scythed chariot: CV3, MV20, auxiliary chariot.

Destroyed if disordered or pushed back or retreats.

Skirmish infantry +2CV Vs scythed chariot. Does

not count against group deployment limit; single

units only.

Camel: Treat as auxiliary cavalry but no shock

bonus, +1CV Vs cavalry and chariots.

Camp: CV1, MV0, does not count as a single unit

and no flanks in melee. A camp receiving a

destroyed result instead sees one attacker advance

onto the camp and loot for the rest of game. Camps

are used only in scenarios.

Page 2: Ancient Battlelines Clash v2.2

Ancient Battlelines Clash

V2.2 by Shaun Travers

Page 2 of 24

3.2 Abilities

A unit may have zero of more abilities. One unit

only must have the general ability.

Short

missile

Fire missiles up to 4cm. Only

skirmish units, usually javelin

armed.

Long

Missile

Fire missiles up to 10cm, 4cm for

skirmish infantry. Bows, sling etc.

Battle and auxiliary infantry -1CV.

Disciplined A unit normally impetuous that is

not due to discipline.

Phalanx Battle infantry with pike or long

spears. +1CV to front if ordered in

clear terrain and negates shock; -

1CV all other conditions.

Warband Battle infantry only: impetuous,

shock, CV3, CV2 in difficult terrain

and move in terrain as auxiliary

infantry. No complex moves.

Some MP Some missile protection, e.g. large

shield. +1 to fired-on test.

High MP High missile protection, e.g. full

armour. +2 to fired-on test.

General +2 to CV and all tests die rolls.

Lock

shields

Battle infantry presenting a solid

wall of spears and shield. If ordered

and stationary treat as defending

terrain e.g. medieval shieldwalls.

Long spear Non-phalanx infantry with long

spears reduces mounted shock

modifier by 1 e.g. Akkadian heavy

infantry.

Line relief Units with this ability may swap

with a disordered unit of the same

group directly to their front as a

move command e.g. Roman

legionaries.

Drilled Battle infantry that may wheel up to

3cm and move as part of a normal

move e.g. Roman cohorts.

Dismount Mounted units that may deploy as

infantry. Replace with equivalent

infantry units prior to deployment.

Battle cavalry must have some or high MP.

Skirmishers must have short or long missile.

Default Abilities The following abilities may be specifically added

to units but they are inherent to some units.

Impetuous Subject to impulsive charging and

pursuing of the enemy. By default,

all non-missile armed mounted with

a CV3 or more. CV3 is the base CV

plus high/low fortitude.

Shock +2CV on first contact with infantry

if charging to their front in non-

difficult terrain and not against

defending linear obstacle/stream

and not already in melee, By

default, all battle/auxiliary

mounted; all battle/auxiliary

mounted also count shock against

mounted skirmishers. Exception:

elephants shock is only against

battle infantry.

3.3 Proximity zone

Each unit has a proximity zone that is a 40mm

square zone directly in front on the unit. The

proximity zone is used to restrict movement in

front on a unit, and may trigger proximity zone

tests (see 7.1.1).

3.4 Status

A unit is either ordered, disordered or destroyed.

All units start the game ordered. Disorder,

depletion and destroyed occur as a result of test,

interpenetration or melee results.

Disorder: An already disordered unit receiving a

disordered result has no effect, except for

Skirmishers; disordered Skirmishers receiving a

disordered result are destroyed.

Depletion: An ordered unit that is depleted is

disordered. A disordered unit that is depleted is

destroyed.

Destroyed: A destroyed unit routs and is then

removed from the board.

3.5 Groups and group splits

A group is one unit or more than one unit where

each unit is facing the same direction and touching

at least one other unit in edge to edge contact (not

corner to corner or corner to edge). Corners do not

have to be in contact with each other.

A single unit is one not meeting the above criteria.

Groups are defined at deployment and may only be

split under the following circumstances to smaller

groups during the game:

• A group split move may be used to split a

group during movement.

• Enemy missile fire or melee results may split a

group.

• A group move command or mandatory charge

is passed by some of the group’s units and not

others.

• If part of a group is in contact with enemy

units, other non-contacted units may split as

the largest group possible. This is not a

classed as a group split move.

Groups may be recombined, but only with the

same units as at deployment.

Page 3: Ancient Battlelines Clash v2.2

Ancient Battlelines Clash

V2.2 by Shaun Travers

Page 3 of 24

3.6 Destroyed general unit

Immediately the general unit is destroyed, or its

general ability is lost, reduce the ACA by 1 and

perform an army morale test. All subsequent

moves are performed as though the general is >

20cm.

3.7 Armies

3.7.1 Army control ability (ACA)

The ACA is 0 (default), 1 or 2. The ACA allows

• more groups to be deployed

• adds to the army’s breakpoint

• increases the general command distance

• each ACA may add 1 to any one player rolled

die roll (prior to rolling) during the game;

unused ACAs are lost.

The ACA cannot go below -1. An ACA of -1

incurs a -1 modifier to all move tests.

3.7.2 Army Breakpoint

An army’s breakpoint (BP) is the total of its unit

BVs (break values) divided by 2 and rounded up,

plus its ACA.

Battle units, auxiliary mounted and elephants: 2BV

Auxiliary infantry and skirmish mounted: 1BV

Skirmish infantry, camps, scythed chariots: 0BV

3.7.3 Army terrain location

If using the random terrain generator each army

will have one of four terrain locations: open,

mixed, woods or hilly.

3.8 Points

Unit type cost

Battle cavalry, elephants 5

Battle infantry, auxiliary cavalry, battle

chariots 4

Camels, auxiliary chariots 3

Auxiliary infantry, skirmish mounted,

scythed chariots 2

Skirmish infantry 1

Camps 0

Abilities cost

High fortitude +1

Low fortitude -1

Warband -1

Phalanx +1

Sub-generals (1 per 30 points) +3

Other abilities (including the general) +0

Army command ability cost

+2 +4

+1 +2

-1 -2

An army for a decent game on a 60cm square

board is 35 points; 55 points for 90cmx60cm.

4 Terrain A unit is in a terrain piece if any part of the

effected edge is in the terrain piece. Effected edge

is dependent on the reason e.g. melee, fired-on,

charged. For melee, both units are affected by the

worst terrain feature only where the units are

touching. A unit defending terrain must have part

of their front edge in that terrain to count as

defending and in melee to their front – in this case

both melee units use their difficult terrain CV.

4.1 Terrain effects

Skirmish infantry movement is never affected by

terrain except streams and rivers. Units disordered

on entering terrain are not disordered again while

moving through the same terrain feature.

Rise Blocks visibility and missiles for units with a rise

between them; except units downhill do not block

missile fire or visibility to units not on the rise.

Provides a defence bonus to units uphill and

attacked to their front. No other effect.

Hill

Blocks visibility and missiles for units with a hill

between them; except units downhill do not block

missile fire or visibility to units not on the hill.

Provides a defence bonus to units uphill and

attacked to their front. Halves movement for battle

infantry and all mounted.

Wood Visibility and missile fire range is 4cm. Units in a

wood cannot be seen by units outside the wood

unless touching the edge. Units at a wood’s edge

can see out and fire missiles at full distance out.

Halves movement for battle infantry and all

mounted, plus disorders all chariots and elephants

when entering.

Rough

Halves movement for infantry and mounted,

additionally disorders all mounted when entering.

Stream

Reduces movement by 4cm for all units.

All streams provide a defence bonus to units on the

bank and attacked to their front and negates shock.

Impassable River

Cannot be crossed except at fords or bridges.

Passable Rivers, Fords, Bridges Halve all movement. Additionally, a unit must

stop when first entering the terrain, and stop just

before exiting (it take two moves to cross).

A river provides a defence bonus to units on the

bank and attacked to their front and negates shock.

Linear Obstacle (rampart or barricade)

Reduces movement by 4cm for all units. Units

defending a linear obstacle receive a combat

modifier and negate shock.

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Ancient Battlelines Clash

V2.2 by Shaun Travers

Page 4 of 24

Town

A town is treated as woods, but chariots may enter.

There is a combat bonus to defending a town.

Terrain movement summary

Battle

infantry

Aux

infantry

Cavalry Chariot

Elephant

Hill 4 - ½ ½

Wood 4 - ½ 4 + dis

Rough 4 4 4 + dis 4 + dis

4.1.1 Difficult Terrain

Hills, rough, woods, fords, bridges, passable rivers

and towns are referred to as difficult terrain. While

in difficult terrain, battle infantry and chariots are -

3CV; Cavalry are -2CV; elephants -1CV.

4.2 Random terrain generation

Split the board into 9 equal squares. Each army

will have one of four location types. The attacker

randomly chooses and place 9 of the 12 cards

associated with the defender’s location type in

each square. Attacker places the actual terrain

piece. Note only limited terrain types are randomly

generated.

Card Open Mixed Woods Hilly

1 Rise Rise Rise Rise

2 Hill Hill Rise Hill

3 Clear Woods Wood Hill

4 Clear Clear Wood Rough

5 Clear Clear Clear Rough

6-12 Clear Clear Clear Clear

Grey means that if the card is placed in the centre,

treat the card as Clear.

Streams: Prior to placing terrain cards, the

defender may attempt to place a stream. A d6 of 6

indicates a stream. Choose one edge and randomly

choose one square. The defender places the entry

point on that square edge and the stream exits on

the directly opposite square edge

Terrain pieces should be between 10cmx10cm and

20cmx20cm and at least 8cm from other terrain

pieces (except streams). Terrain unable to be

placed isn’t. Hills and rises cannot be placed on

streams.

5 Game sequence

5.1 Setup

Each player roll a die, re-roll ties. Higher roll is the

attacker who places terrain pieces as per defender’s

terrain type. The defender then chooses their

deployment side.

Set up screen across the centre of the board and

each side deploys 3 + ACA groups within 20cm of

their edge and at least 6cm from the side edges.

Remove the screen; attacker starts with first turn.

5.1.1 Uncontrolled groups

More groups may be deployed at the start of the

game than normally allowed. The additional

groups are uncontrolled and must be identified at

deployment. They cannot voluntarily perform

actions during the game except:

• Missile fire at units that come in range.

• If subject to mandatory charge for unit coming

within charge range roll a mandatory charge

test; impetuous unit must charge.

• Perform actions as a result of enemy actions.

To enable normal control of a group, a general (or

sub-general) unit may start a player turn in contact

with the uncontrolled group (except for the first

turn) and stay attached for the entire player turn.

On each subsequent player turn, check for control.

The uncontrolled group is controlled on a die roll

of 4-6, and may immediately act as any other

controlled group; the general may also now move.

5.2 Player turn

The game consists of each player alternately taking

a player turn until one player is the victor.

Each player turn consists of activating groups from

the player’s right to left and front to back.

Example

The groups are activated in this order – A, C, B, D,

and E.

A group’s activation may be:

• If in contact with the enemy, perform melee

and units may need to resolve a Pursuit Test

against retreating or routing units.

• Perform missile fire. Target performs a Fired-

on Test

• Perform any mandatory charges.

• If the group did not fire, choose a move option,

including rally.

• If a unit moves and halts within 4cm of an

enemy’s front, the enemy may need to perform

a Proximity Zone Test.

• If moved into contact, the charged unit may

need to perform a Charged Test.

• Resolve outcomes from any tests.

• Units newly in contact with the enemy perform

melee and units may need to resolve a Pursuit

Test against retreating or routing units.

Continue with the next group to the left of the

previous group.

If during the turn a general is destroyed, that player

performs an Army Morale Test at that point.

A

B B B

C

E

D

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Ancient Battlelines Clash

V2.2 by Shaun Travers

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5.3 Group actions

If a group, or part of a group, is performing the

same action - e.g. missile fire, melee - against other

units then roll and resolve each action test

simultaneously. Groups Vs group tests are lined up

to evenly test where possible to avoid two-on-one

ganging up and leaving one unit not testing.

5.4 Victory

The game ends when an army is broken with the

other player the victor.

Keep a running total of destroyed units BVs for

each player. An army is broken is the moment its

breakpoint is reached or is exceeded. Although not

used to calculate the initial army breakpoint, lost

generals and camps (when looted), count as 2BV

each. If both armies are broken at the same time

then continue playing until the next destroyed unit

to determine the winner. The winner is the side that

exceeds their army BP by the lessor amount.

6 Activations

6.1 Move

To move, a group must roll a move test:

1+ Moving or charging into contact

3+ Complex move < 20cm from enemy

Group split; return from off board

5+ Rally

Modifiers

+1/-1 High fortitude/low fortitude

-1 Single unit

-1 per 20cm from general, excluding first

20cm (ACA1 is first 30cm;2 is 40cm)

A unit in contact with the enemy cannot move.

A unit that fails a move test cannot fire. A unit that

fires cannot voluntarily move/rally.

A unit that contacts an enemy unit is considered to

be charging and stops moving immediately. Other

units of the group may continue movement but

may not split the group (see 11.1 Group move after

contact). Do not align units. The enemy group

performs a charge test. If after the test, they are

still in contact, perform melee.

A unit that ends within an enemy unit proximity

zone may cause the enemy to undertake a

proximity zone test.

6.1.1 Group moves and splits

The move test is applied to an entire group unless

using a split move to split a group – roll for just the

group splitting and then the remaining group rolls

based on its choice of action. If the rolls fails, the

entire group may still do a move (not a complex

move) if it passes the roll required for a move.

6.1.2 Movement restrictions

Battle infantry Move straight ahead or wheel 3cm.

Complex move: wheel and move, or wheel

between 3cm and 6cm per unit, or about face.

Battle and auxiliary mounted and elephants Move straight ahead, or wheel 3cm and move, or

wheel up to 6cm with no further movement.

Complex move: Wheel between 3cm and 6cm and

move, or about face.

Auxiliary infantry and skirmishers

Optionally about face prior to move (does not cost

any movement distance), then move straight ahead,

OR wheel 6cm and move OR move directly back

full move, no facing change. No complex moves.

Wheels

A single unit wheels up to 3cm/6cm. A group of

units may wheel up to 3cm/6cm per unit length of

the group. Wheel distance counts towards the

movement limit of the unit(s),

Complex moves

A disordered unit cannot perform a complex move,

and performing a complex move disorders a unit if

within 20cm of an enemy unit.

Proximity zone A unit cannot voluntarily move any part of its front

edge into and out of a non-skirmisher enemy units’

proximity zone in the same move. This is to

prevent zipping past the front of an enemy. Note

skirmish infantry do have a proximity zone against

elephants. Moving and halting in an enemy

proximity zone (skirmisher or not) may cause that

enemy to take a proximity zone test.

6.1.3 Impetuous mandatory charge

An impetuous unit (by default, all non-missile

armed mounted with a CV3+ and warbands) with a

valid enemy unit directly to its front and within

movement range is subject to mandatory charge. It

will move to contact that unit. Chargers will

interpenetrate through friendly skirmish infantry if

they are in the way. A valid enemy unit is one that

is not: a skirmish infantry, auxiliary infantry.

Additionally, a valid target for mounted units is

not: elephants (except other elephants), the front

of an ordered phalanx, or units in difficult going.

A unit will mandatory charge unless a pursuit test

is rolled to prevent it from charging.

Units of a group test individually for mandatory

charge. If the unit does not mandatory charge it

may perform any other move or rally but cannot

enter in contact with an enemy unit.

Enemy camps: All units will mandatory charge

against an enemy un-looted camp if directly to

their front in movement range.

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V2.2 by Shaun Travers

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6.1.4 Pursuit Test

<3 Do not pursue/charge

3+ Pursue/charge

Modifiers

+2/-2 General or disciplined unit (choose)

-2 Uphill/Defending terrain

On a natural 6, add 2cm to the unit’s move

distance. Units of the same group behind a

charging/pursuing unit are pulled along if of equal

or lower fortitude. Higher fortitude units or

disciplined units may choose to be pulled along.

6.1.5 Interpenetration

Skirmish infantry may always voluntarily

interpenetrate and be interpenetrated by other

friendly units.

Involuntary interpretation may occur as a result of

a test result. Both units are affected except

Skirmish Infantry do not cause interpenetration

results but are affected by interpenetration.

Interpenetration depletes all skirmishers, mounted

and auxiliary infantry and disorders all other units.

Elephants always deplete other units. Camps are

never interpenetrated.

Units can only interpenetrate one unit deep. An

interpenetrating unit is destroyed after the first unit

interpenetrated.

Interpenetrating units overlapping on top of other

units move further until no longer overlapping.

6.1.6 Moving off the board

Units that move off the board due to an evade,

retreat or rout cannot return and are destroyed. A

unit that pursued a routed, evading or retreating

enemy unit off board may return. Place the

pursuing unit off board but with its front edge

touching the board edge where it left The

immediate next time it may be activated, it cannot

be (i.e. skip the next activation). In following turns

with potential activation, a move command may be

assigned to each off board unit (no group

commands) that pursued off the board. A -2

modifier applies for being off-board and single unit

modifier applies; ignore the distance from the

general modifier. An additional -2 modifier is

applied for the first attempt after pursuing a

retreating or evading unit. If the move command is

successful, the unit is placed on the board exactly

where it left with its rear edge on the board edge

(no further movement). If the move command is

unsuccessful, the unit remains off board but

attempts may be made in further turns.

6.2 Missile

If a visible enemy unit is in range and arc of fire of

an activated missile-armed unit, that unit must fire

if it does not move. Note a unit can return fire as a

result of an action test even if it moved. Closer

groups take priority as targets over further ones.

Arc of fire is directly to the front of the unit – a

40mm wide corridor from each front corner edge.

An unengaged enemy unit with any portion of its

base within the arc of fire is a target.

The target unit takes a fired-on test. If two targets

are being fired-on by one unit, the one with lesser

edge being fired at automatically reacts as a result

of 3+. If one target is being fired on by two units,

roll the fired-on test twice and choose the worst

result.

Example: If a line of 4 archers is firing at a line of

4 enemy units, each enemy unit performs only one

fired-on test. If the archer line is 5 units, 3 enemy

units take one test, and one unit takes two tests

(and choose the worst result); if the archer line is 3

units, 3 enemy units take a test, and one unit

automatically reacts at 3+.

6.3 Rally

Rally a unit that did not fire or move or fired on or

was in melee this player turn. A successful rally

removes disorder. A unit will fire rather than rally.

See the move command for the test.

7 Action tests Action tests are normally taken as a result of

enemy activity.

7.1 When

7.1.1 Proximity zone

If a non-skirmish unit moves from outside and

halts within an enemy unit’s proximity zone, then

the enemy unit performs a proximity zone test.

Skirmishers never cause a proximity zone test, but

may be subject to them from non-skirmishers.

Exception: moving skirmish infantry do cause

proximity zone tests with elephants. Note only

missile armed or shock/impetuous units may vary

in their response to the test.

7.1.2 Charged

If a unit is charged perform a charged test. Note

only missile armed or shock/impetuous units may

vary in their response.

Unit

Arc of

Fire

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7.1.3 Fired-on

A unit that is fired on by an enemy unit performs a

fired on test.

7.1.4 Army morale

If the general unit is destroyed, or the general

ability is lost, every unit in that army must

immediately perform an army morale test.

7.2 Action test

Proximity

Charged

Fired-on Army

morale

<1

Skirmishers

depleted

Retreat

Depleted and retreat

Rest stand

(no fire or

charge)

1-2 Missile fire

+1 fired-on

Disordered Disordered

Skirmishers

disordered

Retreat

Skirmishers

retreat

Charged

units

charge; rest

stand

Mounted

pushback

3+ Impetuous units charge. No effect.

Missile fire if in range; if

not move ½ distance to

within range

Charged shock count as

charging Skirmishers not fired on also

retreat (not SI Vs ELE/SCH)

Shock units charge

Other units

stand.

If within 4cm

charge; else

move 4

(unless

defending

terrain)

Modifiers

+1/-1 High fortitude/low fortitude

-1 Single unit

-2 Disordered

Fired-on additional modifiers

+1 Replace high fortitude modifier: Some

MP/in cover/high fortitude (high MP

+2)/missile fire +1 (missile fire +1 is a

potential firer result from proximity /

charged test). These are not cumulative –

the+1 modifier applies if one or more of

these conditions are met.

-1 Fired on in flank or rear

7.3 Actions

Stand: Unit does not move, does not fire back and

is classed as not charging.

Charge: Unit charges the enemy unit that caused

the test. No move test is required. The charged unit

will need to take a charged test if moving into

contact. If the enemy unit is routing or retreating,

charge the full distance in that direction. If a

stationary enemy is not directly to the front, or

directly to front after a normal wheel, stand

instead. If already in contact, do not move but is

classed as charging.

Missile fire: Fire missiles at the unit causing the

test. Note that if this is the second time this unit

has been called on to fire in this round of tests,

perform a missile contest instead, see section 7.4

Missile contest.

Move: move as directed.

Pushed back: Move directly back 4cm. If cannot

due to terrain, camps or enemy units - move at

much as possible and convert the disordered result

to depleted. Pushed-back units, except skirmish

infantry and elephants, will push-back friendly

infantry behind them. Units in echelon (see 8.2

Echelon) and behind the pushed backed unit will

be pushed back with them. Otherwise resolve

interpenetration.

Retreat: Perform a ½ move to the unit’s rear with

up to a 3cm reverse wheel if required to avoid

other units. Skirmishers and auxiliary infantry add

+2cm to the move. Do not change facing.

Interpenetrate un-avoided friendly units. Destroyed

if cannot avoid enemy units (except enemy

skirmish infantry that are destroyed instead and

retreating elephants interpenetrate enemies) or

impassable terrain. Check for pursuit.

Rout: A destroyed unit routs. The routing unit

performs a retreat and then is removed. Check for

pursuit.

Pursuit: If a non-firing unit causing an enemy to

retreat or rout can move to its front, then perform a

pursuit test – see 6.1.4 Pursuit Test. Impetuous

units do not test for pursuit and automatically

pursue. Do not change facing during the pursuit,

unless the enemy unit changed direction. A

pursuing unit counts as charging; if it recontacts

the retreating unit then perform another melee, if

you contact a new unit, that unit may require a

charged test before a melee test. A pursuing unit

will not cause a proximity test on the retreating

unit.

7.3.1 Action direction

A unit pushbacks, retreats or routs to the opposite

edge to that unit that caused the test. To determine

the edge, use the flank and rear definition as per

melee.

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7.3.2 Advance and fire limitations

If a unit is required to advance or fire but the unit

causing the result is not directly to the unit’s front,

the unit will stand. A unit defending a camp,

fortification, stakes, river/stream bank or uphill of

an enemy does not advance and stands instead.

7.4 Missile contest

When a unit fires on a target and the target test

returns fire, and then the original firer test dictates

firing again, perform a missile contest instead of

firing again. Each unit rolls a die and performs a

fired-on test. The lower roll incurs a ‘1-2’ result; if

the difference is 3 or more, treat it is ‘<1’. Ties see

the first target the loser.

Example:

Enemy heavy infantry unit A armed with long

missiles has within its arc of fire archer units Y

and Z. Unit Y fires on unit A and the fired-on test

is 3 and results in unit A returning fire. Unit Y

performs a fired-on test, gets a 4 and returns fire.

Unit Y and Unit A are in a missile contest. Unit A

rolls a 3, -1 single unit is a 2. Unit Y rolls a 4 -1

single unit is a 3. Unit A loses and a “1-2” result

sees Unit A disordered. Now Unit Z fires on Unit

A. Unit A will roll a fired-on test.

7.5 Losing the general ability

If the general unit rolls a natural 1 when fired on or

rolling for melee - or a natural 6 is rolled against it

in melee - roll a die. The unit loses the general

ability on a 1 and triggers an army morale test.

8 Melee Units in contact perform melee. The attacker is the

group that charged/pursued first; else it is the

activated group. The attacker rolls one die per

attacking unit. Melee between groups is rolled for

simultaneously but resolved from the active

player’s right to left.

If two units are in melee with one unit, roll a die

for each unit’s melee. The one unit is classed as a

single unit for melee modifiers. The single unit

only implements the one result - the worst result;

the two other units each implement their result.

< 0 Attacker destroyed

0-1 Attacker depleted and retreats

2-5 Both units disordered

6-7 Defender depleted and retreats

8+ Defender destroyed

Modifiers

+1 High fortitude OR uphill OR defending

terrain (these are not cumulative – the +1

applies if one or more of these conditions

is met).

-1 Low fortitude

-1 Single unit

-1 Disordered Infantry/ Chariots/Battle

Mounted or

Other Disordered Mounted Vs Mounted

-2 Non-Skirmish On Flank

Skirmishers and Auxiliary Infantry are -1

+2 Charging Shock Vs Infantry,

also Charging Shock Mounted Vs

Skirmish Mounted.

Optional but recommended: If an attacker will roll

the die with a final overall +1 modifier, a natural 1

is treated as a result of 1. This ensures a small

combat difference does not eliminate the chance of

attacker depletion.

8.1 Flank and rear

A flank attack is one where the flanking unit’s

front edge is at 90° or more from the flanked front

edge and there is contact with the flanked rear

corner. A rear attack is one where the flanker

contacts the flanked rear edge (not just a corner).

A unit with an enemy unit on its flank counts as

flanked for all attacks, not just the melee with the

flanking unit. Skirmishers and Elephants have no

flanks for melee purposes. See 11Rule examples.

8.2 Echelon

A unit is in echelon if it is a friendly infantry unit

directly behind another, facing the same direction,

and with its entire front edge in contact with the

front unit’s rear edge. Neither unit may be

skirmish infantry. If the front unit retreats or routs,

an echeloned unit must move into the same

location as that of the retreating/routing unit, after

resolving any interpenetration. Perform melee at

this time. The moved echeloned unit will count as

charging and first contact. The other unit will also,

unless in existing contact with another enemy unit

and then cannot charge and counts as in a

continuing melee (i.e. not first contact).

8.3 Charging into an existing melee

If a unit charges into contact with an enemy unit

that is already in contact with another friendly unit,

perform melee only with the charging unit if the

enemy unit has already performed melee in this

player turn with the already in contact friendly

unit. If not, then perform melee with all units.

Note that the charged enemy unit in the existing

Unit A

Unit Z Unit Y

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melee will not be able to charge, and cannot claim

the shock modifier against the charging unit.

8.4 Group Melees

Melee opponents are matched up so that every unit

contacted is paired with an opponent. This is

important when two battlelines clash but do not

line up perfectly – if the battlelines are the same

length, every unit will participate in a melee. You

cannot ‘gang-up’ 2 units to 1 unit and leave

another one not to be in melee.

Example:

Unit A, B and C are in melee with enemy units X, Y

and Z. A pairs with X, B with Y and C with Z. A

die is rolled and modified for each of the three

melees simultaneously. Then apply results from

right to left.

9 Sample army lists These examples are to assist with formulating

historical unit types. Army lists are not necessarily

complete; they merely contain some representative

unit types. Skirmishers will almost always never

have high or low fortitude. Germanic-type

warbands are usually high fortitude compared to

Gallic counterparts. Chariots normally do not have

some/high missile protection. High fortitude

auxiliary infantry represent Thorakitai or Roman

Auxilia.

9.1 Converting units

The common terms of heavy cavalry, heavy

infantry etc. of other rules are easily converted as

follows:

Infantry Cavalry Chariots

Battle Heavy

infantry

Knights,

Cataphracts

Heavy

chariots

Aux Medium

infantry

Heavy

cavalry

Medium

chariots

Skirmish Light

infantry

Light

cavalry

Light

chariots

9.2 New Kingdom Egyptians

Chariots: Aux chariots, long missile

Spearmen: Battle infantry, low fortitude

Archers: Battle infantry, long missile, low fortitude

Skirmishers: Skirmish infantry, long missile

Note: Chariots as auxiliary chariots depends on

the perception on how chariots were used. An

alternative is skirmish chariots with high fortitude.

The main difference is skirmishers will evade from

combat, more fragile and less effective versus

infantry.

9.3 Early Achemenid Persians

Cavalry: Aux Cavalry, long missile, shock

Immortals: Battle inf, long miss,high fort,some MP

Sparabara: Battle infantry, long missile, some MP

Skirmishers: Skirmish infantry, long missile

Subject Infantry: Aux infantry

9.4 Alexandrian Macedonian

Companions: Aux cavalry, disciplined, high fort

Phalangites: Battle infantry, phalanx

Hoplites: Battle inf, phalanx, some MP, low fort

The hoplites in Alexander’s service are not very

enthusiastic, hence the low fortitude.

9.5 Porus Indians

Elephant: Elephant

Chariots: Battle chariots

Cavalry: Aux cavalry, low fortitude

Archers: Battle infantry, long missile

9.6 Gauls

Cavalry: Skirmish cavalry, short missile, low fort.

Tribal infantry: Battle infantry, warband

Skirmishers: Skirmish infantry, short missile

9.7 Marian Roman

Cavalry: Aux cavalry

Legionaries: Bat inf, line relief, high fort,some MP

9.8 Army command ability note

For scenarios the ACA should be obvious. For

other games, generate the ACA by rolling a die:

1-4 Average (+0)

5-6

Skilled (+1); on a 6 roll again:

4-6 - the command is Exceptional (+2)

10 Optional rules These are to be used at the discretion of the

players; most are designed for specific scenarios.

10.1 Abilities

Undrilled Units poor at manoeuvres are

additional -1 modifier to perform any

complex move e.g. militia units.

Veterans Well experienced troops with a long

history of excelling in combat e.g.

Theban Sacred Band, Silver Shields.

One per army and it must be a high

fortitude unit. A veteran unit reduces

by 1 all disorder modifiers in tests.

Sub-

general

Recommended for larger games, acts

like general ability but +1CV and +1

to tests. Move commands can be

traced to the sub-general unit. A

destroyed sub-general does not

reduce ACA, and their loss army

morale test is only for units in 20cm.

A B C

X Y Z

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10.2 Infantry in mounted support

For all armies up until around 100BC, auxiliary

and skirmish infantry units with no long missile

ability may support mounted units. The supporting

unit is placed immediately behind the supported

mounted unit at deployment. The infantry or

mounted unit may split away from the other during

movement, but then the infantry unit is no longer

supporting the mounted unit, and cannot move

back into support. When together, they effectively

are one unit, so if attacked from the rear, it will

count as a rear attack on a mounted unit supported

by an infantry unit. A supported unit gains a +1

melee modifier to any attack or defence by the

supported mounted unit to its front from any

enemy unit except a battle infantry enemy unit.

10.3 Artillery

Artillery does not move when forced to retreat or

rout, but does suffer disorder and depletion.

Artillery never cause interpenetration effects but

may be affected by interpenetration. Artillery

never pursues or charges. An enemy will not

pursue a routed artillery unit. Otherwise treat

artillery as auxiliary infantry for tests.

Missile protection of the target is ignored for the

fired on test and some artillery has additional

modifiers to the fired-on test.

Light Medium Heavy

Range 10cm 15cm 20cm

Move 4cm 0cm 0cm

Fired-on mod 0 -1 -2

Point cost 3 4 5

10.4 War wagons

War Wagons: Battle chariots, MV8, no flanks

Abilities:

• Some MP or high MP (high more common).

• They may have long missile or light artillery

• They do not have the shock ability.

With the Long Missile ability, they may fire from

any one side per test. When armed with light

artillery, they fire from only one flank side for the

entire game (chosen when first firing). War

wagons are pushed back, retreat and rout but never

charge or pursue. War Wagons may fire over

friendly troops. War Wagons never cause or are

affected by interpenetration.

10.5 Longbows and Crossbows

Longbows are long missiles, firing at any target

cause the target to take a fired-on test ignoring its

high MP or some MP ability.

Crossbows are long missiles, firing at any non-

skirmish target and non-auxiliary infantry, cause

the target to take a fired-on test ignoring its high

MP or some MP ability.

10.6 Gunpowder hand weapons

Arquebus: Treat as long missile ability.

Handguns: Treat as short missile ability. Some

MP is ignored; high MP is only a +1 modifier.

Muskets: Treat as long missile ability and the

fired-on test is taken with an additional -1

modifier.

11 Rule examples

11.1 Group move after contact

Before charge:

Y Z

B

A

After A contacts:

Y Z

B

A

B may make the following move:

Y Z

BA

11.2 Tests

11.2.1 Move

A Gallic general orders a single low fortitude battle

infantry warband to move. It is 30cm away.

Rolling a 3 on the die, -1 low fortitude, -1 range

>20cm, -1 single unit results in 0. Score needed is

1+ so the warband remains stationary.

11.2.2 Group move

A, B and C are a group of a battle infantry units. B

is low fortitude, the rest are average. A single die

roll to charge against an enemy group is made. A

4 is rolled, and -1 for B only for low fortitude. A

and C score a 4 which is a success, B scores a 3

also a success and so all 3 units charge

simultaneously into the enemy group. The charged

units will now undertake a charged test against

A B C

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these units. If the original roll was a 1, B would

have failed and only A and C would charge.

11.2.3 Proximity zone test

A Roman auxiliary cavalry unit moves to within

3cm of the front of a Gallic battle infantry warband

unit (low fortitude). The Gallic unit must perform

a Proximity Zone entered test. It rolls a 5 -1 for

single unit -1 low fortitude = 3 and, as impetuous,

it will charge the Roman heavy cavalry. The latter

will need to perform a charged test. If the

proximity zone test roll result was less than 1, the

Gallic unit would stand and not charge.

11.2.4 Charged Test

The Gallic unit from the previous example charges

into contact with the Roman cavalry unit. The

Roman unit rolls a 4 -1 for single unit = 3 for the

Charged test causing it to charge as it is a shock

unit. It is already in contact so this means the

Roman Cavalry uses the shock bonus in the first

turn of melee. Both units must now perform a

melee. If the Roman cavalry had rolled a 1, -1

single unit = 0, it would stand and not receive the

shock modifier in the melee.

11.2.5 Melee

Carrying on from the charged example, the

Warband has charged the Roman auxiliary cavalry

unit. The Roman Heavy cavalry counts its shock

ability. The Gallic player rolls a 5. The Gallic

combat value is 3, -1 single unit -1 low fortitude

for a total of 1 (shock bonus is only Vs infantry).

The Roman combat value is 2, +2 for Roman

shock, -1 for single unit, for a value of 3. The die

roll of 5 + 1 (Gallic) -3 (Roman) is 3. Both sides

are disordered.

The next turn the Roman player rolls a 6. Gallic

value is 0 (CV3, -1 single unit, -1 low fortitude, -1

disordered). Roman value is 1 (CV2 -1 single unit,

no shock bonus, disordered does not count Vs

infantry). Die roll of 6 +1 -0 = 7, Gallic warband is

depleted and, as already disordered it routs and is

destroyed. The Roman cavalry unit performs a

pursuit test. They roll a 6, so they pursue 8cm (1/2

move +2cm).

11.3 Interpenetration

Example: An auxiliary infantry peltast unit is in

melee. A second peltast is directly behind this

unit. The first unit loses the combat and is

disordered and retreats. It interpenetrates the

second unit. The second unit is depleted resulting

in it being disordered. The first unit is also

depleted by the interpenetration and is destroyed as

it is already disordered. The first unit also routs as

a result of the interpenetration.

11.4 Flanks

Front attacks by the white unit:

Flank attacks by the white unit:

Rear attacks by the white unit:

11.5 Mandatory Charge pursuit test

The pursuit test is used for two purposes –

preventing a mandatory charge and pursuits.

An impetuous Norman Knight (Auxiliary Cavalry,

high fortitude) has a Saxon battle infantry unit

10cm directly in front. The knight would normally

charge (it has to due to the mandatory charge rule).

The Norman player does not want the knight to

charge so rolls a charge/pursuit test. A roll of 4

sees the knights forced to charge. A roll of 2 would

have meant the knights do not charge and may

perform a different action. If the knights were

uphill of the Saxons with a roll of 4, the roll would

have been 4 -2 (uphill) =2 and the knights would

not charge.

11.6 Pursuing

Given this situation and it is XYZ activation:

Combat between groups is done simultaneously. C

is depleted and retreats. Z rolls a pursuit test and

gets a 4. Z is disciplines and can either add 2 for a

6 and pursue, or subtract 2 and make the roll a 2

and stay in place. Assume Z pursues (and if

contacts C then another combat takes place). Y and

B close combat results in both being disordered but

no retreats. B and Y stay in place. A is depleted

and retreats. X cannot pursue as unit B is in the

way, and so X does not roll a pursuit test.

A B C

X Y Z

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Move

1+ Moving

3+ Complex < 20cm from enemy (disorders)

Group split; return from off board

5+ Rally

+1/-1 High fortitude/low fortitude

-1 Single unit

-1 per 20cm from general, excluding first

20cm;ACA1 is 30cm;2 is 40cm;-1 is 0cm

Battle infantry: Move OR wheel 3

Complex (not WB): wheel+move; wheel 6; 180o

Battle and auxiliary mounted and elephants Wheel 3+ move or wheel 6. Complex: Wheel

6+move or 180o.

Auxiliary infantry and skirmishers Optional 180

o. Wheel 6+move/direct back move.

Bat inf Aux inf Cav CH/Ele

Hill 4 - ½ ½

Wood 4 - ½ 4 + dis

Rough 4 4 4+ dis 4 + dis

Diff CV -3 N/A -2 -3/-1

Rally: No move or fired or melee.

Mandatory Charge/Pursuit

WB/Non-missile mounted with CV3+; with non-

Light directly to front in reach. Not: disciplined;

Vs unit in difficult; Cavalry/CH Vs ELE/phalanx

<3 Do not pursue/charge

3+ Pursue/charge

+2/-2 General or disciplined unit (choose)

-2 Uphill/Defending terrain

Impetuous always pursue

On natural 6, add 2cm to the unit’s move distance.

Battle: CV4 (CH 3); Aux: CV2; Skirmish: CV1

Infantry: MV8, Cav: MV 16 (Skirmish 20);CH -4

Elephant: CV3, MV 12, no melee flanks. Skirmish

/Aux infantry +2CV Vs elephant, Cav/CH CV0

Scythed chariot: CV3, MV16, destroyed if

disordered/pushed back/retreats. Skirmish infantry

are +2CV Vs scythed chariot.

Camel: Aux cavalry, no shock,+1CV Vs cav/CH

Phalanx: +1CV, ordered, clear terrain, negates

shock. else -1CV

Warband: impetuous, shock, CV3, CV2 in difficult

General: +2 to CV and all tests die rolls.

Shock: all battle/auxiliary mounted. (elephants Vs

battle infantry)

Charging to front in and not: difficult terrain or Vs

linear obstacle/stream or already in melee

Impetuous: non-missile mounted CV3 or more

Short missile: 4cm Long Missile: 10cm (4cm SI)

Proximity

Charged missile/shock/impet.

Fired-on Army

Morale

<1 Skirmishers

deplete+retreat Depleted and retreat Rest stand.

1-2 Missile fire+1 Disordered

Disorder

Skirmishers

disorder+retreat

Skirmishers

retreat

Charged charge

Rest stand

Mounted

pushback

3+ Missile fire if in range; if not,

move ½ distance to in range. Skirmishers not fired on will also

retreat (not SI Vs ELE/SCH) Shock missile count as charging

No effect Impetuous units charge.

Shock charge; unless with

missiles >= 4cm – then fire

Other units

stand

If in 4 charge;

else mv 4 (not

defend terrain)

+1/-1 High fortitude/low fortitude

Fired-on: Some MP/in cover/high fort +1

/missile fire +1 (high MP +2)

-1 Single unit

-2 Disordered

-1 Fired on only: fired on in flank or rear

Missile Contest (each rolls; Tie, first firer wins)

Lower roll = “1-2”; if lost by 3 or more = “<0”

Melee

< 0 Attacker destroyed

0-1 Attacker depleted and retreats

2-5 Both units disordered

6-7 Defender depleted and retreats

8+ Defender destroyed

+1 High fortitude or Uphill/defending terrain

+1 Low fortitude

-1 Single unit,or the one unit in 2 on 1 melee

-1 Disordered Inf/ Chariots/Battle Mounted

Other Disordered Mounted Vs Mounted

-2 Non-Skirmish On Flank; AuxInf, SK -1

+2 Charging Shock Vs Infantry, also Shock

Mounted Vs Skirmish Mounted.

Optional: an overall mod +1: a natural 1 = 1

Disorder: No effect if disordered exc. Skirm. rout

Deplete: Disorder unit. If already disordered, rout

Retreat: ½ move directly back. SK/AuxInf +2cm

Rout: Retreat, then destroyed.

Pursuit: ½ move

Pushback: 4cm.Pushback inf., interpenetrate rest

Interpenetrate (SI not cause): Deplete AuxInf,SK

& Mounted; Disorder rest (ELE always deplete).

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12 Example of Play This short example takes place on a portion of the

battlefield where Pyrrhus is attacking the Romans.

A colour version is available on line at:

http://shaun-wargaming-

minis.blogspot.com.au/p/blog-page.html

Deployment and troops

The general units are just out of the picture so all

units start, and remain, within 20cm of general.

Army command ability is 0.

Romans

3 Legionaries: Battle infantry, high fortitude, line

relief, some MP (marked A, B, C from Roman

right to left)

2 Italian infantry: Auxiliary Infantry (Medium

Infantry in the diagram)

Pyrrhic

1 Warband: Battle Infantry, warband.

2 Phalangites: Battle infantry, phalanx (marked W,

X from Pyrrhic right to left).

2 Skirmishers: Skirmish Infantry, long missile

(marked Y, Z from Pyrrhic right to left).

1 Cavalry – Auxiliary cavalry, high fortitude,

impetuous, shock.

Roman turn Activates from right to left.

Italian infantry do not move.

Legionaries move and proximity test

A 1 or more is required to move. High fortitude

units will always be able to move unless really far

from the general and are single units.

Legionaries move 8cm and are within 4cm of the

Skirmishers. The Skirmishers roll a Proximity

Zone test – both roll a 2: fire (at +1), disordered

and retreat. Skirmishers are disordered and retreat

back though the pikes. Skirmishers are depleted

when interpenetrating so as they are already

disordered, they rout. The Pikemen behind suffer

no interpenetration effects – Skirmish Infantry do

not cause any interpenetration results.

Legionaries fired-on test

The Legionaries take a fired on test. Legionary A

rolls a 1 +1 some MP/high fortitude +1/missile

fire+1 = 2. Legionary A is disordered.

Legionary B rolls a 3 and charges (fired on within

4cm) the Skirmishers. They are no longer there,

the Legionary must move up to 8cm and so contact

(charges) the Pike units. Legionary C

automatically scores 3+ and charges. Fired on tests

are only rolled for matching pairs with any extra

units fired on automatically getting 3+. The Pike

units must each take a Charged test.

Pike charged test

Pike W charged test rolls a 2: Stand.

Pike X charged test rolls a 4: Stand.

Unless a charged unit is missile armed or is a

shock/impetuous unit, a charged test results in

“stand” and can usually be ignored.

Legionary B melee with Pike X

Melee is aligned for one on one melee where

possible so Legionary B will melee with Pike X

and Legionary C with Pike W.

Legionary B rolls a 4 +5(CV4 +1 high fortitude) -

5 (CV5 for phalanx) = 4: Both disordered.

Pike X is disordered. Legionary B is disordered.

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Legionary C melee with Pike W

Legionary C rolls a 6 +5 (CV5) -5 (CV5 phalanx)

= 6: Defender depleted and retreats. Pike W is

currently not disordered, so the depleted result

inflicts a disorder. Pike W retreats 4cm. Legionary

C pursuit rolls is a 4, a 3+ is a pursue so pursues;

right into the Warband unit.

Warband charged test

Warband takes a charged test and roll a 4 -1 single

unit = 3; with the shock ability, charges. The

warband will count as charging in melee. On a

result of 0 or less, the warband unit would not

have charged, and not got the +2 shock bonus in

melee.

Legionary C melee with warband

Legionary C rolls a 2 +3 (CV5 -1 single unit -1

disordered) -4 (CV3 +2 shock -1 single unit) = 1.

Legionary C is disordered (the depleted result is a

disorder if not disordered) and retreats ½ a move

(4cm).

Warband is impetuous so pursues ½ a move and

recontacts Legionary C (no need to roll the pursuit

die to see if it move an extra 2cm as its ½ move is

enough to contact the Legionary).

Warband melee with Legionary C

Warband rolls a 4 +4 (CV3 +2 shock (pursuit is

charging) -1 single unit) -3 (CV5 -1 disordered -1

single unit; note Legionary C is not in side to side

contact with Legionary B and so is still a single

unit) = 5. Both sides disordered; Legionary C is

already disordered so no effect, but the Warband is

disordered.

Pyrrhic turn

Working from right to left.

Warband melee with Legionary C

Warband rolls a 2 +1 (CV3 -1 disordered, -1 single

unit) -3 (CV5 -1 single unit -1 disordered) = 0.

Warband is depleted and destroyed as it is already

disordered; and routs. Legionary pursuit roll is a 5

so yes and contacts Pike W.

Pike W charged test rolls a 4 and stands.

Legionary C melee with Pike W

Legionary C rolls a 5 +3 (CV5 -1 disordered, -1

single unit, -1 (CV3 pike when not ordered -1

disordered-1 single unit) = 7. Defender depleted

and retreats. Pike W is currently disordered, so the

depleted result destroys the pike unit and it routs.

Legionary C for pursuit rolls a 3 and pursues for

4cm.

Pike X melee with Legionary B

Pike X rolls a 6 +1 (CV3 non-ordered -1 single

unit – 1 disordered) -3 (CV5 -1 disordered -1

single unit) = 4.

Both sides disordered. Both sides are already

disordered so this has no effect.

Cavalry charge

Cavalry does not have to mandatory charge the

Italian infantry as the Italian infantry is an

auxiliary infantry unit. They try to charge anyway,

rolls a 5 +1 high fortitude -1 single unit = 5.

Needs a 1 or more, so charge. Note that they were

never going to fail the roll due to the high

fortitude.

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Le

gio

n A

Heavy

Cavalry

Pik

e X

Le

gio

n B

Le

gio

n C

Me

d.

Inf.

Me

d I

nf.

Dis

ord

ere

d

Dis

ord

ere

d

Dis

ord

ere

d

Dis

ord

ere

d

Italian infantry charged test rolls a 3: Stand.

Cavalry melee with first Italian infantry

Cavalry rolls a 4 +4 (CV3 +2 shock bonus -1

single unit) -2 (CV2) = 6.

The front Italian infantry is depleted, which means

it is disordered, and retreats. The front Italian

infantry unit retreats through the rear Italian

infantry. Resolving interpenetration, the rear

Italian infantry unit is depleted (it is disordered)

and the front retreating Italian infantry is also

depleted. The retreating Italian infantry is already

disordered so the retreating Italian infantry is

destroyed and routs. This is how it normally goes

for mounted or auxiliary infantry units in echelon.

The rear Italian infantry unit moves up into the

place occupied by the front Italian infantry. Melee

will occur next turn, which is now:

Roman turn (just the Italian infantry)

Italian infantry melee with Heavy Cavalry

Italian infantry rolls a 2 +0 (CV2 -1 disordered -1

single unit) -2 (CV3 -1 single unit) = 0.The

Cavalry do not get the shock bonus as they are not

charging.

The Italian infantry is depleted that means

destroyed as it is already disordered, and routs.

Cavalry is impetuous (a base CV3) and

automatically pursues. It rolls for pursuit a natural

6 that means +2cm is added to the ½ move for a

total of 8cm pursuit. Note the only reason to roll

for pursuit for the impetuous unit was for the

possible extra distance.

End of example.

13 Designer Notes Some notes on the thinking that went into these

rules.

Principles

When I wrote these rules here are the design

principles I had in mind:

• Solo friendly - increase uncertainty and

remove as much decision making as viable.

• Only one marker required in the game –

disordered - that is difficult or cannot be

removed. Most units would have two “hit

points”. Combat would be similar to Bill

Banks Ancients (BBA) where another

disordered result is no effect, and need a high

die roll to get a kill.

• Not IGOUGO - a unit would take its entire

turn (move, missile, and melee) before moving

onto another unit.

• Units would not have much freedom of

movement.

• Some command and control possibly by a

support unit bonus modifier, forcing individual

bases to be formed into units.

• All distances are in centimetres and in

multiples of 4cm to match the base width of

my 15mm armies.

• The game allows for push-backs and retreats.

• The game does not require bases to align for

combat.

• Infantry skirmishers are removed from the

board quite quickly and only have one hit

point.

• Only one die for all rolls and a high roll is

always good.

• Variable actions in reaction to enemy events.

• Javelins have a range for skirmishers. Other

heavier units do not, and will be incorporated

into unit melee factors.

• There is some sort of mandatory charge for

warband and non-bow armed heavy cavalry.

• Reaction tests to determine actions to enemy

events.

Reaction Tests While there are Rally Round the King (RRtK)

reaction-type tests in these rules, they are based for

a different outcome than RRtK, more closely

aligning with Justified Ancients (JA) events. The

charged test in RRtK a preliminary to combat -

poor units will retreat or rout. In these rules, the

charged test is more to see whether a unit will

stand or retreat (as per JA or Battle Standard or

many other rules where a unit can choose an action

when charged). The results of the charge are

determined in melee, rather than some being

resolved on the charged test like in RRtK. The

fired-on test is actually the firing result test (it

produces similar results to the JA firing table).

There is no fired result, and then a roll for reaction

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– it is all in one test. The melee test is the same –

it is a melee table with results (reactions) aligned

to JA and BBA. So the tests in these may on the

surface may seem to equate to RRtK, but the

reason for their inclusion and the results are quite

different.

Missile weapons Javelins and other short range melee weapons that

are used by other than skirmishers are incorporated

into the unit statistics. It is assumed that many

non-phalanx heavy and Medium Infantry carry

short range weapons, and used them at short range.

Those that do not have them generally have a low

fortitude. Melee is considered a combination of

short range missile firing (if used) and contact.

Incorporating a distinct short range missile

capability for all units that did so is beyond the

scale of the game.

Phalanx

It is my belief that at the level these rules are

pitched at, there is no real difference between a

hoplite (long spear) phalanx and a phalangite

(pike) phalanx.

When to charge In Armati, a unit must charge. In my (unpublished)

version of BBA, it is more like DBM where a unit

must roll (or allocate PIPs) not to charge if in

range. In RRTK, a unit in charge reach of an

enemy can do nothing but charge or stand and

there is a roll to charge. In Justified Ancients a

unit must roll to charge too. These rules are

derived from my BBA, JA, Armati and lastly

RRtK. In these rules a non-bow armed mounted or

warband must roll for a charge if an enemy heavy

(HI, HC etc.) unit is in reach. If it fails it can

attempt a non-charge move.

Terrain setup There are lots of options to go with when

considering terrain and deployment setup. The

reason it went to the defender to choose which side

to deploy is, while the terrain type is the defenders,

the attacker gets to place the terrain (albeit limited

by the grid square it is assigned to but the attacker

gets to choose the size of the terrain and where in

the grid it goes). So the defender then gets to

choose sides based on what terrain the attacker

setup. Streams are setup by the defender and it

assumes that if a stream exists, the defender would

choose deployment based on where the stream is.

Terrain setup is tied to an extent on how the rules

work. For example, I understand why DBA goes

the way it does. Basic Impetus has an interesting

choice - the defender chooses a side, chooses

terrain but sets up first, completely in view of the

attacker. There is a plus and a minus there. I went

for a conservative approach and wanted to stay

away from randomising the side you attack from.

I also wanted to stay away from one side choosing

terrain and the other moving some of it around, or

adding/removing some. I am hoping the terrain

setup strike a balance – random terrain, attacker

gets exact choice, defender chooses side to defend,

both setup hidden. The random terrain generator is

loosely based on Moments in History’s Tank

Commander card game house rules for a quick

board setup.

One command roll per group

The rules originally had the player choose for each

group whether to roll once for the group or once

for the each unit. In the end, I went for one roll per

group as this reflects how I have read groups

tended to act in ancient battles.

Comparison to ABC version 1

Version one used traditional labels for units –

Heavy infantry, light infantry etc. - and different

movement rates for each. Units now classified by

role and type (infantry, cavalry and chariot), with

some exceptions. I have liked this method ever

since reading and playing the Irregular Miniature

Ancient rules years ago and finally bit the bullet as

it was making more sense in my rules.

Movement rates are now simplified - all infantry

move 8cm, all mounted move 16; version 1 had

different movement rates for the different unit

classifications. For this game, the different

movement rates were really irrelevant. I was very

clever with the old movement rates and retreat

distances but I realised it works out the same with

two standard movement rates. Skirmish cavalry

(LC) did need to move 16cm to make horse archer

armies work properly. All skirmishers add 2cm to

retreat distances to ensure they do not get caught.

Bow range was different for mounted and infantry

but this had no effect in the rules so now has the

same range. Most of the sections were bloated with

words (why use one when you can use three?) and

were reworded to cut the rules section down by

nearly half.

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14 Programmed opponent

14.1 Introduction

This programmed opponent provides an engine to

automate many of the actions undertaken by an

army. These include

• preferred choice of table side

• deployment options

• initial battle tactics for an army

• tactics to use during play.

It can be used by one army to facilitate solo play

(to determine the enemy actions), or use on both

sides to watch a battle unfold. Parts of the

programmed opponent could be used by the actual

player’s army, such as using the army type to

determine deployment of units.

The following terms are useful in understanding

the workings of the programmed opponent.

Army

type

Each army fits into one of six broad

categories based on the composition

of troop types. Army types are used

to generate an army tactic.

Army

tactic

The overall tactic that an army

operates under. The army tactic

determines how the units are

deployed into zones and the zone

orders that the units operate under.

Unit

tactic

The activity a unit performs, based

on the zone orders.

Deploy-

ment

area

The three sectors adjacent to a

deployment edge:

Deployment

Edge

Sector A sector is one of the 9 grid squares,

each 20cm by 20cm on the

recommended board.

Zone A zone is one of left flank, centre or

right flank and is three sectors e.g.

The grey area is the left flank zone:

Deployment

edge

Zone

orders

Determine the actions that units in a

particular zone are limited to

performing.

14.2 Process

14.2.1 At the start of the game

Army tactic:

• Determine the army type, based on the army’s

units.

• Using the army type roll a die on the

appropriate table to determine the army tactics.

Defender deployment edge:

• For the defender, determine the army’s

deployment edge by rolling a die for each

edge, add some modifiers and select the edge

with the highest modified roll.

Unit deployment:

• Use the army tactics and deployment

guidelines to determine where to place the

units within the deployment zone.

14.2.2 Each game turn

Optional: Roll a die for possible changed zone

orders.

For each unit, use the unit tactics for the zone order

to determine the action/command the unit

undertakes.

Do this for approximately 3 turns, earlier if the

majority of units have or are in melee. After this

use your own judgement for unit orders.

Use the normal game actions/reactions as required.

14.3 Army type

The army type is used to generate the army tactic

used for the battle and deployment options. The

army type is based on the army before extra bases

are randomly rolled for (if using the recommended

starting forces). This may mean that the full army

may qualify for a different army type but still use

the original army type. Generals get what they are

given. Alternatively, a +1 or +2 General may use

the army type of the army after the extra bases are

rolled for.

14.3.1 Determining Army Type

Work down the table until a match is found based

on the units in the army. The last row is used if no

earlier match is found.

Army composition Army

Type

⅓ or more bases are non-skirmish

mounted

Mounted

½ or more bases are impetuous Warband

⅓ or more non-skirmish bases have

the missile ability or ½ or more

bases have the missile ability

Missile

½ or more bases are battle infantry Infantry

½ or more bases are skirmish

mounted

Skirmish

Any not above Other

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14.4 Army Tactic selection

To determine the army tactic, roll a die on the

appropriate army type table. The army tactics are

based on those found at the Tactics Tutorial

http://www.theartofbattle.com/tactics-tutorial.

14.4.1 Army tactic tables

Mounted

Roll Tactic

1-2 Flank

3-4 Envelop flanks

5-6 Oblique

Warband

Roll Tactic

1 All out

2-3 Centre

4-5 Oblique

6 Defensive

Missile

Roll Tactic

1 Flank

2-3 Envelop flanks

4-5 Defensive

6 Staged retreat

Infantry

Roll Tactic

1-3 Centre

4-5 Oblique

6 Defensive

Skirmish

Roll Tactic

1-2 Envelop flanks

3 Defensive

4-6 Staged retreat

Other

Roll Tactic

1 All out

2 Centre

3 Flank

4 Envelop flanks

5 Oblique

6 Defensive

14.4.2 Note on reserves

Only staged retreat and defensive army tactics

specifically mentions a reserve. Other tactics may

optionally have a reserve. If you do want to

randomise for a reserve in the centre, roll a 1-3 on

a die for the existence of a reserve. A reserve is

formed from units in the centre and, unless

specified otherwise, cannot be larger than the other

centre group. Normally a +0 command ability

army has only three groups available to deploy. To

include a reserve, the three groups may be

achieved by joining a flank group to the centre

group.

A reserve always has the initial zone order of Wait.

14.4.3 Centre

Attack with the centre units with the aim to break

the enemy’s centre. Flank units are held back to

protect the forward flanks of the centre units.

Centre will advance at high speed. Flanks advance

and only engage to protect the centre.

Deployment guidelines 60% in centre including over two-thirds of non-

light units and a skirmish screen (if available)

20% on each flank

Initial zone orders Centre: Attack

Flanks: Probe

For armies with less than 11 units, may optionally

not fill a flank with units (die roll of 1-2) and put

all on the major flank (non-terrain side if there is

one).

14.4.4 Flank

Attack with one flank, advance at high speed,

hoping the break the opposing flank. Advance with

the centre to protect the attacking flank and hold

back the other weaker flank.

Deployment guidelines

40% in the centre

40% on the attacking flank with at least 30% of the

total non-light units.

20% on the weaker flank.

Initial zone orders Centre: Probe

Attacking flank: Attack

Weaker flank: Wait

Any skirmish infantry are deployed on the centre

and/or attacking flank.

For armies with less than 11 units, may optionally

not fill the weaker flank (die roll of 1-3) and have

50-60% centre and 40-50% on the attacking flank.

14.4.5 Envelop flanks

Attack with both flanks at high speed while

holding the centre.

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Deployment guidelines

40% in the centre

30% on each flank

Initial zone orders Centre: Probe (optionally Wait on a die roll of 5-6)

Flanks: Attack

For armies with less than 11 units, may optionally

decrease the centre to 20-30% and fill flanks

equally (die roll of 1-4).

The army’s faster units, e.g. mounted, should be

deployed on the flanks.

14.4.6 Oblique

Attack with the centre and a strong flank while

holding back the weak flank. Advance at high

speed in mutual support the centre and strong

flank.

Deployment guidelines

50% in the centre

30% on the strong flank

20% on the weak flank.

Initial zone orders

Centre: Attack

Strong flank: Attack

Weak flank: Probe (optionally Wait on a die roll of

5-6)

Any skirmish infantry are deployed on the centre

and/or the strong flank.

If army is < 11 units, may optionally not fill the

weak flank (on a die roll 1-4) and increase centre

and other flank.

14.4.7 Staged retreat

Dispersed units wear down the enemy, usually by

missile fire, and hope to draw the enemy out.

Heavier troops then attack. Similar to Defensive

but with offensive use of skirmishers.

Deployment guidelines 40% in centre with over 2/3 of the non-light units

in centre, some or all in reserve.

Roll again to see if the focus is on one flank or

both:

1-2 30% on each flank

3-4 20% on right flank or terrain flank

40% on other flank

5-6 20% on left flank or terrain flank

40% on other flank

Initial zone orders Centre: Probe

Flanks: Probe

Reserve: Wait

14.4.8 Defensive

Advance steadily, defending along the line, with

archers and skirmishers to the front. If two sectors

on the defenders edge have difficult terrain, then

an advance is not required. The centre is the line

of attack and will advance with flanks either

performing a supporting advance or stationary.

When enemy is worn down, or a gap appears, the

reserve body of heavier units moves in for the kill

or plugs holes in the line, either via a flank or

through the gap.

If both sides have the defensive tactic, the attacker

changes to centre tactic, after deployment.

Deployment guidelines

Roll to see army balance:

1 60% centre, 20% on each flank

2 70% centre; 15% on each flank

3 60% centre; 15% on right/terrain flank

25% on other flank

4 70% centre; 10% on right/terrain flank

20% on other flank

5 60% centre; 15% on left/terrain flank

25% on other flank

6 70% centre; 10% on left/terrain flank

20% on other flank

Centre must have 5%-25% of total units in reserve

behind the main battleline.

If there is a steep hill or rise on a flank, optionally

(d1-3) a group deployed may be uncontrolled, thus

allowing a +0 general to deploy 4 groups.

Initial zone orders

Centre: Hold

Flanks: Hold

Reserve: Wait

For armies with less than 11 units, may optionally

not fill a flank with units and put all on the major

flank (non-terrain side if there is one).

14.4.9 All out

Attack all along the line. Centre and flanks must

advance at high speed, subject to being able to

support one another and not leave major gaps.

Deployment guidelines 50% of units in the centre

25% of units on each flank

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Initial zone orders Centre: Attack

Flanks: Attack

14.4.10 Weak/Strong Flank

If a specific flank is not mentioned, then the

weaker flank is that with a terrain item in it. If

there is no terrain feature, then roll a die for the

stronger flank: 1-3 left, 4-6 right.

14.5 Defender Edge Selection

14.5.1 Deployment

The defender chooses their deployment edge first

and the attacker takes the opposite. For a

defending programmed opponent, this edge needs

to be chosen. Optionally, this could be used to

randomly select a player’s defending deployment

edge.

14.5.2 Area available for deployment

The area available for an army’s deployment is up

to 20 cm from the deployment edge and no closer

than 6cm from any edge.

The centre area is the central 20cm of the

deployment area. Each flank is the 20cm from the

edge in the deployment area (note the 6cm from

the side edge of this flank deployment area cannot

have units deployed; see 5.1 Setup. This is only a

guide - if you cannot fit the units into the defined

deployment zone, it is acceptable to have a unit or

two that is supposed to be on the flank being in the

centre (but should be close to the flank).

If a specific flank is not mentioned, then the

weaker flank is that with a terrain item in it. If no

terrain feature, then roll a die for the stronger

flank: 1-3 left, 4-6 right.

14.5.3 Process

An edge that has a town has a score of 0. For each

other edge, roll a die and add the following

modifiers. Choose the edge with the highest score.

Equal scores randomly choose an edge from the

highest scores. The deployment area is the 3

sectors along an edge.

+3 Deployment area is clear of difficult

terrain.

+2 The opposite deployment area has a

centre sector of difficult terrain.

-2 You are Mounted or Skirmish and any

middle sector has difficult terrain.

+2 Deployment area has rises.

+2 Deployment area has at least one sector

of difficult terrain, except Steep Hills,

AND the army has 50% or more units

that are auxiliary, skirmish or warband

infantry.

-3 Deployment area has at least one of the

three central sectors is difficult terrain,

unless the army has 50% or more units

that are auxiliary, skirmish or warband

infantry.

+2 Middle has at least one sector of

difficult terrain, except Steep Hills,

AND the army has 50% or more units

that are auxiliary, skirmish or warband

infantry.

14.6 Deployment guidelines

The army tactics provide a broad brush approach to

how to deploy but does not specify exactly how the

units are deployed. There are a number of

different methods e.g. create a few deployments

and randomly select one or just set them up fairly

logically. This section provides some further

guidelines to assist with unit deployment.

• Faster units: The units with the largest move

distance are placed at the outer edges of the

zone they are in. The exception is Mounted if

they will be deployed in difficult terrain or

facing a zone with difficult terrain. Faster

Mounted have priority over slower mounted.

• Difficult terrain: Try and place units less

affected by difficult terrain in a zone with

difficult terrain in it, or directly in front of it.

• Centre: The group(s) in the centre should be

should be centred on the middle of the table,

except if there is difficult terrain that

unsuitable to the units in the zone directly

facing. Generally heavier infantry units will

be in the centre with other units closer to the

flanks.

• Flank units: Flank units should be positioned

to ensure that they cannot be easily flanked

due to the 6cm deployment limit from the edge

but also ensure there is not too large a gap (if

any) with the centre zone units.

• Single lines: Units of a single group should be

generally placed in a single line, except

skirmish infantry that should be in front of

other units. However, armies with large

amounts of auxiliary infantry (e.g. > 12 units)

should have the two lines of aux infantry in the

group.

• General: the general unit should be with the

highest CV unit in an attacking zone,

otherwise anywhere in the centre.

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• Distance from the edge: Zones with Rush

Attack and Probe orders should be deployed

around 15cm-20cm forward in the deployment

zone as any terrain allows; 18cm is

recommended as usually other zones in the

army have Wait, Hold or Delay orders. Zones

with Wait, Hold or Delay orders should be

deployed in terrain if favourable to the unit, or

else as far forward from the edge to allow

room for at least one retreat; 12cm is

recommended as a default distance from the

edge.

14.7 Zone orders

Initially, the zone orders are set by the army tactic

but may (optionally) change each turn depending

on circumstances. The actual zone forces are the

three main forces at deployment. The three zone

forces used should align with a logical split into

the three forces, rather than purely using the actual

zones of 20cm width each.

The zone turn orders determine what the units in

that force may do that turn.

Note the terminology for this section borrows from

WRG 7th but the actions are not the same.

Zone

order

Description

Rush All units charge or advance as quickly as

possible.

Attack Impetuous units charge or advance,

archers and skirmishers advance into

firing range and other units advance and

charge within reason.

Probe Impetuous units charge or advance but

may roll to not charge, archers and

skirmishers advance into firing range

and other units advance and charge

within reason.

Wait As per HOLD, but after the first charge

by a unit, the zone order changes to

ATACK.

Hold Do not advance over the centre line

except when forced to charge.

Delay Similar to HOLD but avoid advancing

into positions that may result in combat.

14.7.1 Changing orders (optional)

Each zone force (left flank force, centre and right

flank) rolls a die at the start of the turn for that

zone’s turn orders. Roll as the turn progresses. So

roll for right flank force first. Then once those

units’ actions are complete, roll for centre turn

orders etc. A roll of 6 indicates a possible change

of orders.

1 Possible change of zone orders, roll on

table below for possible change

2-4 No change to zone orders.

5-6 If on different orders than at start, change

back to the at start orders.

Modifiers:

+1 Army General is in the zone.

Note: If a zone started on WAIT orders but had

changed to ATTACK, it is considered to have

ATTACK as the original order.

If a possible change orders result, roll again:

1 Change the zone order to the next lower

order in the table able e.g. Probe to Wait.

2-4 No change

5-6 Change the zone order to the next higher

order e.g. Attack to Rush.

If the change is to move to a higher order that does

not exist (e.g. already on RUSH) or a lower order

(e.g. already on DELAY), then ignore the change.

Ignore the WAIT order when changing orders.

14.7.2 General types (optional)

Optionally roll at the start of the game for the type

of general in each zone:

1 Cautious: -2 to the zone order second die

roll.

2 Optional: Unreliable, treat as Bold

otherwise.

2-5 Bold

6 Rash: +1 to the zone order second die roll.

14.7.3 Unreliable Generals (optional)

Possibly useful for scenarios. On a roll of a 1 for

possible zone order changes and then a 1 for

possible change zone orders, change orders to

WAIT and do not roll for further zone order

changes until after the routing of a friendly or

enemy unit. If a friendly unit is the first unit to be

subsequently routed, and no zone unit has

performed a melee action test, then change sides

and become cautious general with ATTACK

orders; if the unit has fought hand to hand, then

perform a retreat action and then rout. If an enemy

unit is the first subsequently routed, then change

orders to ATTACK.

14.7.4 Unit tactics for zone orders

Order Unit tactic

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Rush Applies to all units.

• Charge or move into melee if not in

melee already; other advance as

quickly as reasonable to get into

melee.

• The exception is skirmishers who

only act as though under Attack zone

orders, but will only charge other

skirmishers.

Attack Applies to all units except does not need

to apply to a reserve that is not under

distinct turn orders.

• Impetuous and non-bow shock troops

must charge, otherwise advance

towards the enemy. Units with

general or disciplined may roll

mandatory charge.

• Non-missile armed units must charge

if within 4cm into a favourable melee;

otherwise advance to within 4cm of

the enemy if against a favourable

combat possibility; or full distance if

end 4cm or further; or to 4cm if

cannot get within 4cm or

unfavourable combat.

• Missile units and skirmishers attempt

to advance to within range of enemy

or fire if in range. Missile units will

charge if within 4cm (8cm shock

missile) into favourable melees.

Probe • Impetuous troops must charge but

must roll for mandatory charge,

otherwise advance at least ½ towards

the enemy the enemy.

• Non-bow shock act as non-missile

units with Attack zone orders.

• Other Non-missile armed units

otherwise advance to within 4cm of

the enemy if within 8cm else advance

to > 8cm from enemy if >8cm from

enemy..

• Missile units and skirmishers advance

to within range of enemy or fire if in

range; battle infantry charge into

favourable melees within 4cm.

Wait As per HOLD, but once a charge occurs,

zone orders change to ATTACK for

subsequent units and turns.

The difference to HOLD is the lack of a -

1 modifier to mandatory charge/pursuit

action tests.

Hold Do not advance over the centre line until

an adjacent zone has advanced over the

centre line. Other than this limitation the

following applies:

• Impetuous troops must charge but

must roll for mandatory charge,

choose negative modifiers where

available. This may take them over

the centre line; otherwise advance 0-

½ speed.

• All units may advance to >= 8cm

from enemy units.

• If within 4cm of an enemy will charge

into favourable melees, even if over

the centre line.

• Non-missile and shock missile will

move to within 4cm into a favourable

melee if within 8cm of an enemy unit,

unless exposing the flank of another

zone,

• All units may stand in favourable

terrain rather than advance or charge.

• Missile units and skirmishers do not

advance unless with other units in the

same group, or at up to ½ speed to

within missile range.

• A -1 modifier applies to all mandatory

charge/pursuit action tests.

Delay Do not advance over the centre line, but

other than this limitation the following

applies:

• Impetuous troops must charge but

must roll for mandatory charge,

choose negative modifiers where

available. This may take them over

the centre line, otherwise do not

advance.

• Non-missile armed units may stand in

favourable terrain or may advance up

to ½ speed to > 8cm from enemy

units.

• Missile units and skirmishers do not

advance unless with other units in the

same group.

• A -1 modifier applies to all mandatory

charge/pursuit action tests.

Notes:

Favourable melees: where the charger’s modified

combat value is greater than or equal to the target’s

modified combat value. Note that favourable

combat is determined for each unit – if one unit of

a group charges, it may make the unit formerly

adjacent to the unit be able to charge into a

favourable combat. Favourable combats should be

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worked on for a group to ensure the entire group

charges rather than one unit at a time.

Mandatory charge: only roll for mandatory

charge if the charger’s modified combat value for a

resulting combat is less than the target’s modified

combat value.

Advancing (not charging) units (not RUSH)

• If forced out of the main battle line or falling

behind attempt to re-join the line.

• Advancing units may also choose to advance

in a line if it would otherwise mean advancing

as a single unit. This is especially relevant to

groups containing units with different

movement rates.

• May limit advance to not overshoot main line

of attack advance.

• If occupying advantageous terrain, then those

on WAIT or less orders do not need to move as

per zone orders, but will still perform reaction

moves as per the rules.

• Units not entering into melee may advance

defensively e.g. protect from flank attack,

rather than advance full distance.

• Groups with a more favourable unit behind the

front line may reorganise e.g. a skirmisher has

done as much as possible to an enemy in

defensive terrain will retire to allow a rear unit

charge (ATTACK and PROBE only).

Reserves: Reserves are a special case and either

have a specific deployment order or use the

deployment zone orders. Reserves are generally

used where appropriate to fill gaps or attack the

enemy.

Occupying terrain: Auxiliary and skirmish

infantry occupy Woods and Rough where possible.

Other units generally advance to occupy

favourable terrain e.g. advance to the top of a rise.

Missile unit and skirmishers advances: These

are generally to the closest enemy able to be fired

at.

14.7.5 Charging guidelines

Charging units charge enemy units in the following

order (subject to the limitations of the zone turn

order):

• Very favourable closest – combat result never

results in a disorder for the charger and is

closest target by movement time.

• Favourable closest – combat result has a

greater change of inflicting a depleted on the

target than the charger and it’s the closest

target by movement time

• Very favourable and favourable and second

closest enemy by movement time.

• Barely favourable - combat result has an equal

change of inflicting a depleted on the target

and the charger.

• Desperate - combat result has a greater change

of inflicting a depleted on the charger than the

target.

Desperate charges only occur with RUSH and

impetuous charges.

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Rush Attack Probe Wait * Hold Delay

All Charge or

move into

melee if not

in melee

already;

otherwise

advance as

quickly as

reasonable

to get into

melee.

Skirmishers

only:

Charge

other

skirmishers;

else as per

ATTACK

Groups with a more favourable unit

behind the front line may reorganise.

No advance over the centre line

(HOLD can after adjacent zone does)

Occupying defensive terrain – do not

need to move other than mandatory

charge or other reaction moves.

No need to apply to a reserve not under distinct turn orders.

Advancing (not charging) units:

• If out of main battleline/falling behind may attempt to re-join line.

• May advance in line rather than otherwise as a single unit.

• May advance defensively e.g. protect from flank attack.

• May limit advance to not overshoot main line of attack advance.

• Aux/Skirm Inf/Warbands occupy Woods/Rough where possible.

Others generally advance to occupy favourable terrain e.g. a rise crest.

Impetuous Charge, otherwise

advance towards

the enemy. Only

units with general

or disciplined may

roll mandatory

charge.

If can charge, roll mandatory charge; choose negative

modifiers where available. May take units over the

centre line.

Advance ½+

towards the

enemy.

Advance 0-½ speed

towards enemy.

Do not advance.

-1 mandatory charge/pursuit

Shock Non-missile Shock

as per Impetuous.

Non-missile as

per Attack

non-missile

No special Shock orders

Non-Missile If in 4cm charge into favourable melee. No charging

1. Advance to in

4cm if favourable

combat possible

2. Full move if end

4cm or more away

3. To 4cm if cannot

get within 4cm or

unfavourable melee

If > 8cm then

advance to

8cm from

enemy.

May stand if in favourable terrain, else

may advance to >=8cm of enemy but

normally defensive move or stand.

DELAY: ½ speed only.

If within 8cm advance to within 4cm

if favourable combat possible and not

exposing adjacent zone flank, else

stand or defensive moves.

No voluntary

advances if

within 8cm.

.

-1 to pursuit roll

Missile-

armed

&

Skirmisher

Advance to within range of closest

available enemy or fire if in range.

No advance unless

with other units in

the same group, or

up to ½ speed to in

missile range.

No voluntary

advance unless

with other units

in same group

Charge into

favourable combats

within 4cm (within

8cm for shock

archers)

Shock missile as per non-missile. -1 to pursuit

roll. Bat infantry

charge into

favourable

melee in 4cm

* WAIT: change to ATTACK after 1st charge. WAIT order is ignored when changing orders.

Change orders? (per zone per turn) Possible change order roll Zone General type

1 Possible change of zone

order. Roll on next table.

1 Change order to the next

lower order e.g. Probe to

Hold.

1 Cautious

-2 to possible

order roll

2-4 No change to zone orders. 2-4 No change 2-5 Bold

5-6 If on different orders than at

start, change back to the at

start orders

5-6 Change order to the next

higher order e.g. Attack to

Rush.

6 Rash

+1 to possible

order roll