Ancient Warfare

Rules

Reviewed by John Boehm

Written by Terrry Gore and Bruce Taylor. This is a set of rules designed for "tactical level combat from 1500 B.C. to 450 A.D." and is the second in the set of rules from this pair, the earlier set being "Medieval Warfare". The rules consists of a card stock color cover on a 40 page, 8 1/2 x 11 booklet. There is also a separate 2-sided play sheet, and set of order counters to be cut out. The basic rules themselves consist of 20 pages with two pages of optional rules, some rules for ship to ship combat, some pointers for solo games and campaigns, and 15 pages of army lists consisting of 85 such lists commencing with Canannites and ending with Late Imperial Rome. The rules can be purchased for $20.00 post-paid from Terry Gore, Saga Publishing, 890 Janes Road, Rochester, New York 14612-2330.

The authors have included some design thoughts which are always helpful to an understanding of the rules. It is the author's intent to portray "tactical warfare" in the ancient period as represented in gaming of "years past". (Am I reading 4th, 5th and 6th WRG rules here?) as opposed to the stylized gaming of today (WRG 7, DBM-?). In fact Mr. Gore admits initially approaching the design of these rules from the perspective of allowing the simulation of Roman manipular tactics. This apparently explains the figure scale which is approximately 1 to 30 as opposed to a larger figure scale which the authors term as "grand tactical". (I am not sure that there is such a thing as grand tactical warfare in the ancient period. Size of armies and figure scale notwithstanding, ancient warfare and hence ancient wargaming is essentially all based on linear tactics.)

Due to turn around time I have not had the opportunity to play test these rules, nevertheless, as with the Medieval Warfare rules they are most interesting, straight forward, and appear to be designed to reflect all of the various aspects of combat during this period. The rules are designed for 15 mm. and 25 mm. play.

The various measurements listed are for 15 mm. and players are urged to photocopy a normal ruler at 150% for 25 mm. play. Troops are organized on stands based on the order of the troops in what appears to be the typical standard prevalent in most current games; i.e. close order - four figures, loose order - three figures, and open order - two figures per standard 40 mm/60 mm frontage.

Armor classifications are essentially fully armored/cataphract, armored, heavy, lightly armored and unarmored. Weapons for mounted figures include lance, javelin and bow; and for infantry; pike, pilum, long spear, spear, axe and javelin . Troops with mixed weapons have a classification of "Various-armed". Multiple weapons are permitted. Figures are also shielded or unshielded.

Morale categories consist of elites, fanatics, veterans, average and poor. Troops are either trained or untrained; trained troops maneuvering faster and capable of performing certain evolutions not available to untrained troops.

Generals include a commander in chief and generally at least two subordinate generals. Their effectiveness varies in five categories from charismatic to poor which affects the number of order markers that they are eligible to issue each turn. Troops should be within command radius for effective issuance of orders, since it is more costly to order troops outside your command range. There are also provisions for the use of priests or religious figures which can influence one bad die roll a turn, as well as heroes in certain army lists. The rules include a reasonable terrain generation system and provide for the use of ambushing units concealed in dense terrain.

The play sequence involves recovery of units, placing tactical orders, strategic movement, move initiative die roll, reveal orders and tactical movement, missile fire, and close combat. Placing of the orders appears to be a crucial part of the game. There are six different order options with various actions permitted each: charge, move, maneuver, defend, retire and recover. Units with no orders essentially defend in place except for troops conducting strategic movement outside of engagement range. Movement include both strategic movement for troops outside of engagement range and tactical movement for troops within that range. Various troop types thus have both a strategic move rate and tactical move rate as well as a variable charge/retire/route move rate. Special formations include a locked shield formation with rightward drift, squares, testudos, wedges and echelons.

Morale states involve five different progressive categories, ordered, disordered, fragmented, routed and destroyed. Moral tests are taken at appropriate times during the course of play. One interesting test is an attempt for troops, particularly untrained troops, to become frenzied in their charge attempts. Failure to do so results in a potentially disastrous penalty. Failed morale tests result in progressively worse results, depending on the degree of failure, from halting, in the case of charging units one inch from the enemy, to destroyed. The morale test and missile combat use ten sided dice whereas other rolls use six-sided dice.

The game is an element based game as opposed to an individual figure game and thus troops fire and fight as elements. Although casualties occur as individual figures, morale tests result from the loss of an element when all figures are gone. Certain troops may expend all of their missiles but may recover this capability. Missile fire results are based upon range, various modifiers for the unit firing, as well as the target's protection. When shooting at chargers you must also roll to determine at what range they are fired upon.

Troops in close combat have various eligible ranks depending upon the type of weapon, from four ranks for pikes to one rank for mounted troops. A different factor applies to the initial round and subsequent rounds of melee, and against mounted or foot opponents in the first round of melee. Each weapon type has a combat factor, as well as adjustments for the opponent's armor and your own morale. There are also various tactical factors that apply, as well as a die roll differential between opposing units. Units which lose more figures are pushed back and disordered and generally followed up. Other troops are locked in combat until one side's morale fails or the unit is routed, destroyed or retires. Units will test morale when they loose a stand of troops.

Various optional rules include camps, desperation charges, uncontrolled war bands and mounted breakthroughs, among others.

The rules are clearly written and easy to understand. I certainly didn't have any problem understanding the mechanisms or concepts, and the rules are sprinkled with helpful examples of various aspects of play. The rules seem fairly simple to play and I am anxious to give them a play test (Translate this to mean I have to clean my table off first). My only personal reservations are the figure scale and the element as opposed to figure basis of the game, both of which I think I can work around.

Overall I think this is a very good effort. Wouldn't you know that I received my review copy the day after I placed my order. Nevertheless I still think it was a very worthwhile purchase and I would recommend these rules, given the caveat that I have not yet actually played them myself. The "Medieval Warfare" rules are also worth a look. Service is very prompt. For more information on the concepts behind the rules, clarifications, game play, etc., one should consult "Saga" magazine also by Terry Gore.

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