ancient battlelines clash v2.2
DESCRIPTION
Miniatures Wargame rules Ancient Battlelines Clash v2.2 - FINAL VERSIONTRANSCRIPT
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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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.
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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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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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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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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).
Ancient Battlelines Clash
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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.
Ancient Battlelines Clash
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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.
Ancient Battlelines Clash
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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.
Ancient Battlelines Clash
V2.2 by Shaun Travers
Page 24 of 24
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