by Robert M. Epstein © 1996
IntroductionThe purpose of these rules is to play ancient war games at the grand tactical level. The emphasis will be on the Roman period during which legions were organized in cohorts. The battles of the period were characterized by the clash of a series of formed lines or echelons of cohorts. Succeeding cohorts could reinforce or relieve the battle line. Armies deployed with the legions placed side by side while cavalry formed on the flanks in the infantry. Victory often occurred when a flank was turned and the battle line rolled up. The battles fought by Gaius Julius Caesar during the First Century B.C. served as the models for these rules though thry can be modified for other periods in antiquity. It is hoped that they will provide simple and fast games that can usually be played in two hours. OrganizationThe basic unit will be the infantry cohort or cavalry alae. The number of figures per stand and the frontages can be modified for different basing systems. The most important thing to remember is that each stand represents a tactical unit such as a cohort or alae. I recommend the following organization: Each individual figure represents 100 men. Four figures will be mounted per stand. All figures will be classified as Extra Heavy(EH), Heavy(H), Medium(M), Light(L), or unarmored(U). Extra Heavy (EH) Cavalry figures have armored or semi-armored horses, and full body armor from head to toe. Heavy figures have body armor, shields, and helmets. Medium figures have body two of three protective components(body armor,shields, helmets). Light figures will have one component( shields, body armor, or helmets). Unarmored figures. FIGURE POINT VALUEExtra Heavy 6 pts. MovementThese movent distances are based on using 15 mm figures but can be altered to accommodate different scales. Terrain features will modify movement, see the paragraph Terrain below. Move distances includes swerves and retrogrades so long as they are within the allowed distances per turn.
Cavalry (H,M,L,UA): 12" per turn. Chariots: 10"per turn Elephants: 9" per turn Infantry, H, M: 6" per turn. Medium Archers, L or UA Infantry: 8" per turn. Sequence of PlayThe alternate move method will be used, however there will be elements of simultaneity as well. a. Each play period will consist of respective turns by the opposing players. During a player's turn he may fire missiles, move units, fight melee's, and engage in post melee movements. Units may move first or fire first. Firing and post melee movements will be simultaneous. CombatFiring Bows 14" The player whose move it is will designate a target unit(s) and at his option will order his missile units in range to fire. Firing will be done by unit. Each unit firing will roll 2D6: If receiving fire from the flank or rear (flank is the side of the target stand +/-45 degrees) the unit receiving fire may not return fire during the attacking players turn. If units face each other (less than 45 degrees), any missile units receiving fire may return fire during the same turn. A hit constitutes one figure on a stand. After all fire by both sides is exchanged, hits marked and casualties removed. When a unit fires that has previously taken casualties, the number of casualties per unit is deducted from the number of pips in the die roll.
Example: Two units exchange fire. Unit A has four men on the stand while the opposing unit B has two having lost two men previously. Both units are light archers. Unit A fires and rolls an 8 which means a hit. Unit B fires and rolls an 8, then subtracts two points making a total of 6 which is a miss. Then the new casualty is added to the unit sustaining the hit leaving but one figure alive on the stand. Special Rules For RomansDuring this time, Roman legionaries carried two pila. Their drill was to throw both, draw their swords and engage in hand to hand combat. For these rules, any Roman legionary cohort, whether attacking or being attacked, fires twice in a turn. Once this occurs, the respective cohort(s) are considered to have depleted all their ammunition and do not hurl their pila again in the game. Melee and the Battle LineUsually after firing, the infantry and cavalry close to engage in melee. At the lowest level, a melee can occur between just two opposing units. However, usually opposing battle lines of infantry cohorts or cavalry alae will engage. A battle line consists of two or more units. So long as the lateral spacing between units is equal or less than the width of a cohort, the units engaged constitute a single battle line and there will be a large melee. While in melee they are considered pinned. If the distance between units is greater than the width of a stand, then different melees will be fought. The integrity of the battle line is maintained so long as one unit can frontally fight two enemy units. One unit cannot frontally fight and pin more than two different units. If there is an unengaged or unpinned unit in the battle line, the integrity of the battle line is broken. The unengaged unit may, during its turn, pivot to flank another unit in the line, or advance to exploit the breech. Missile troops that have no close fighting weapons may evade the charge of close fighting troops at any time. They can evade up to a distance of 3 inches and can retire through friendly units. Each player will roll (1D6 - X).
X = 1 in second round If the battle line that is pushed back is not reinforced by at least one unit that did not take part in the proceeding melee, nor does it have a full turn to reorganize before it is attacked. X = 2 If an immediate second push back occurs if a battle line is not reinforced and three successive push backs occur, then the entire battle line routs. Multiply the modified die number by the total the number of points engaged in the melee. Melee Points
Chariot w/Crew: 8 Points total Extra Heavy: 6 Points /figure Heavy: 5/figure Medium & Chariot Crewmen: 4/figure Light: 3/figure Unarmored: 2/figure Within 4" of a commander: 1/figure Fighting Downhill, Defending Woods: 1/figure Defend stream on opposite bank from attackers: 1/figure The highest product wins the melee. The loser will sustain casualties totaling one quarter of the number of his points engaged in the melee. The loser must round his losses upward to meet the required point loss. The winner loses half the number of points sustained by the loser. The winner rounds down, rather than up. The loser of the melee then checks the ability of his units to continue the fight by rolling 2D6. Roll 2-6: Testor's units remain where they are to continue the fight, the rival units are still pinned. Both sides may reinforce their battle lines during their respective turns, but the melee continues. Roll 7-9: Loser is considered to be pushed back three inches. Any units located behind the forces pushed back are also pushed back and considered to be caught up in the push, they are stacked behind the units defeated in the melee, and are considered pinned but they are not counted in determining melee. Only front line units are counted for melee. Unengaged units and unpinned units may conform to the push back to cover flanks by withdrawing at the losing commander's option. Roll 10-12: All of the engaged units rout. Individual units may then check morale. The units either will rally or are eliminated. Rout distances are the maximum move distance allowed for that type of unit. Units behind routed units must check for morale. Units passed by routed units for a distance of the width of a stand must check their morale. Units immediately adjacent to routing units up to a distance of the width of a figure stand must also check morale. If morale fails, these units join in the rout. Morale checks must be made for units close to this second wave of routed units and so on.
Engaged: Unit are engaged if they face each other at a distance of 3" or less, but their bases are not touching. Units are not in a melee and may fire missiles. The purpose of engaging units is to prevent wheeling or flanking by the enemy, and to cover and protect flanks of friendly units in a melee. A unit if engaged may withdraw out of engagement range, or attack forward, but may not wheel or attack the flank of another unit. Pinned: A unit is pinned during a melee when the two opposing bases are touching—this means they are fighting hand to hand. The winner of the melee, may choose to follow the units pushed back and so maintain the melee and the pin. The winner may advance 3". Unengaged units may conform to follow the advance. If the winner chooses not to follow, the melee and the pin are broken and the units are free to maneuver during their respective turns. However, units that have been pushed back must spent a turn in re-organization before any forward movent is undertaken.
If a unit fails to rally, they are eliminated. If a unit rallies, then two turns are needed to restore combat effectiveness. Units must remain stationary and not be interrupted by any enemy action to restore combat effectiveness. If any enemy interference, either by missile fire, charges, or pursuit occurs, half of all figures are removed upon the first attack. The unit is eliminated after a second successive attack. Flank and Rear Attacks A flank or rear attack is made at an angle 45 degrees or greater from the front of a unit. Any unit receiving a flank or rear attack must test its morale. Three points are added for the morale check of the unit in the battle line receiving the attack. If morale fails and the unit routs, then a morale check must be made for the unit(s) in that battle line immediately next to the routed unit. Three die points are added for this morale check. If the adjacent unit(s) rout, then the process of checking morale, adding three points for each die roll, is continued for each succeeding unit in the battle line until a unit's morale holds or the entire battle line routs. If 25% or more of the units in an engaged and pinned battle line rout from an attack from flank or rear, then the melee is considered lost, and the losing side must roll two die for the remaining troops in the battle line to determine if they stay, withdraw, or rout. If a unit that is attacked from the rear and routs, it is eliminated since its retreat is blocked. If a unit is attacked from the flank or rear and is not routed, three points are added to each figure in the flanking unit for the melee check for that immediate turn. A routed units retreats for its full move distance to its immediate rear. If blocked by enemy units, it is eliminated. Routed units can be rallied on the next turn by throwing 2D6 for each unit - See rally Chart above. Command and ControlCommanders: It is possible that one or more commanders or command groups may be present on the field. They have an impact on the course of the battle. For every unit that is within a distance of 4" from a commander, one point is added to each figure in that unit for the purpose of determining the outcome of a melee, and a point is added to each dice roll to determine the melee. However, if the battle line extends for a distance greater than the 4 inch range that can be influenced by the commander, then the extra die point for the melee roll is not used, but the extra point for each figure on the stand within the 4 inch range is still counted for the melee. Control: Poorly trained units, such as barbarian foot levies or highly trained infantry in phalanxes as in Hellenistic armies, are organized differently in this game. In either of the above mentioned cases, the were not as tactically mobile or flexible as the cohortal legions. Therefore, all militia or untrained units and phalangists move as double stand units, one immediately touching the other forming tactic units two ranks deep. These two rank units move as one. During melees, only the front rank are counted in determining combat results. However, all casualties are taken from the rear rank. Front line casualties are taken only after all the figures of rear rank have been completely eliminated. This method simulates the greater depth and staying power of these units, but reduces flexibility. TerrainTerrain impedes movement and aids in defense. Usually consisting of rivers, streams, woods, and hills. Movement up or down hills, through woods, or across streams, movement is cut in half for all units. Crossing rivers: all units first halt for one turn on the river bank, one turn in the river, and one turn on the far bank before normal movement resumes. Units fighting on the edge of a hill, down hill, in woods, or on a river or stream bank: deduct 1 point from any die roll to determine hits from an enemy force. 1 point is added to each figure in a melee. Army Morale and Victory Conditions(Optional)The first side to lose 25% of its total points value must roll2D6. The army will withdraw if 11 or greater is rolled and lose 25% of its existing points. The first side to lose 35% of its total points must make a further morale check and withdraws if 10 or greater is rolled. The first side to lose 50% of its total points must make a further morale check and withdraws if 9 or greater is rolled. Thereafter, the side with the greatest number of lost points will roll for morale each turn, and routs if 8 or greater is rolled. Elephants Elephants move 9 " per turn. The crew fires missiles, same as a single stand. If fired upon, a score of 7- 9 hits and the elephant routs. If it routs, units behind it must check morale. If morale holds, the elephant passes through the unit. Routed elephants do not rally. A missile score of 10 - 12 will cause a kill. In a melee, each elephant and crew counts as 12 points. Casualties are marked by putting counters on the crew. Each crew member counts as 4 points. If the crew is killed the elephant is ineffective and is considered killed. Cavalry will only close for melee against elephants if they take a special moral check. A roll of 10-12 will cause cavalry to rout if charged by elephants, or if the cavalry attacks, a roll of 10-12 will cause the horses to refuse to close. For flanking and moral purposes, elephants will be considered as light armored cavalry. Chariots Chariots move 10 inches per move. For melee purposes, each chariot and crew total 8 points, each crew member is 4 points each. Each chariot will fire individually for missile fire. For receiving missile fire, a score of 6-8 will kill one of the crew. score of 10 or over will eliminate the chariot and crew. A score of 7 or greater will cause chariots to rout. Chariots need a score of 9 or more to rally. Back to Table of Contents -- Courier #76 To Courier List of Issues To MagWeb Master Magazine List © Copyright 1999 by The Courier Publishing Company. This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |