Classical Hack 2nd Ed.

Ancient Rules

by John M. Boehm

These rules cover ancient warfare from 600 BC to 600 AD. They are written by Phillip J. Viverito, Ed Backer and Richard Kohlbacher and are available from LMW Works, P O Box 844, Amherst, NY 14226 for $24.00, as well as through a variety of retailers. See www.classicalhack.com. I also recommend that you go to the Classical Hack website to view some of the scenarios that Mr. Viverito has put on at local conventions. The scenery and overall layout of these games is most impressive.

I recall purchasing the original set of these rules three or four years ago, and after reading them, they did not particularly peak my interest enough to actually try them out. According to the introduction in the Second Edition, these rules have been radically revamped. I would agree! I found this Second Edition to be much more interesting than the first with some original ideas and unique mechanisms. It is the intent of the writers that they provide an enjoyable game capturing the flavor of ancient warfare. I will definitely try them out and I regret that I did not have time to do so prior to writing this review! The rule book itself is 8 ½ x 11 cardstock covered booklet of 37 pages plus a one page quick reference sheet and a separate casualty calculation sheet on the inside of the back cover. The front cover is Connolly’s scene of Alexander at the Granicus. The rules are well laid out with examples, and there are important little reminders/helpful hints in the outer margins of the pages. They also provide some activity and moral status markers that can be photocopied.

The rules are designed for both 25 and 15 mm scale figures, although can be played with 6 and 10 mm figures as well. Basing conforms to these standard base sizes and units range from 2 to 36 figures. A label is recommended for each unit which contains all of the relevant information regarding that unit. The ground scale is 100’ to 1” for both 15 and 25 mm figures. The figure scales is listed as “flexible” and can represent from 5 to 200 men depending on the scenario design. Commanders and sub commanders can affect melee and moral with modifiers, and a chart is provided for a variable rating for commanders. The rules require the use of both a 10 sided and 6 sided dice for various mechanisms. The rules include a terrain selection generator.

Figures are divided into Elite, Veteran, Average, Levy and Tribal categories with typical classifications encompassing armor protection and fighting style. This in turn translates into a unit value which, together with the number of the figures and the figure value results in the calculation of the units moral value. Various melee weapons are provided for include, pike, long spear, kamax (cavalry spear), lance, peasant arms, javelins, heavy throwing weapons, cutting weapons and swords. Each type of unit, based on its moral class, has a melee factor which is modified by a relatively few number of modifiers. Based on the number of figures fighting and the roll of a ten sided dice the unit may inflict from zero to three casualties.

The turn sequence was one of the more interesting aspects of the game which in addition to the normal initiative roll, charge declarations and responses, places shooting and resulting moral tests before any actual moves. This is then followed by either charges or normal movement, and melee, which may include up to three rounds for any unresolved melee in a turn. There is also a rally phase for reordering, refacing and rallying. The charge declarations and charges responses are fairly straight forward as is movement and interpenetration, with a limit on the number of evolutions available to various units depending on their type. Shooting ranges are relatively short. For example, javelin or heavy throwing weapons being one inch and bows being six inches. There are different ranges for lead and stone slingshots. It is interesting to see rules allowing for the use of heavy throwing weapons as both missiles and melee weapons; from the ancient point of view they were merely heavy javelins. The number of shooting modifiers are also relatively limited and any unit may inflict no more than two casualties per turn on a target unit. Because shooting occurs before any movement, shooting can cause moral tests which halts a charge in place. Movement rates are six inches for open and loose foot, four inches for close order foot and 8 to 10 inches for mounted troops.

Since these rules are limited in their historical scope there are various factors and individual rules which add period specific flavor. For example, in the morale modifiers, phalanx units receive a modifier for each unit with another phalanx unit in support on the flank, and Romans receive a modifier for another Roman unit to the rear within two inches. The melee rules provide specific results for certain types of units either winning or loosing a melee. For example, a tribal unit loosing a melee and receiving more casualties than inflicted will break off and test morale. The rules also provide for a mounted break through for a mounted unit that wins its first round of melee fighting a one stand deep line of foot. This allows the mounted unit to continue on into another unit leaving the foot unit in place and disordered. There are special provisions for western/Celtic chariots and scythed chariots, as well as elephants and mixed mounted and foot units. There are also optional rules for special formations which represent certain historical troops and tactics, including a locked shield phalanx formation, Theban tactic, the Persian sparabara, and a Roman break off, as well as a Testudo and shield wall among other options. There are also certain troop types that receive bonuses for skilled use of certain weapons, such as trained specialist missile units including Cretans and others.

The rules themselves are contained on 29 pages with the remainder of the book devoted to 29 suggested army lists along with unit label examples for some of the armies, as well as recommended deployment diagrams. Also included is a one page sample scenario for two Greek Hoplite armies. The book is well laid out, however, there are a few typographical or layout errors. These do not detract from the overall presentation of the rules, merely constituting an annoyance. There is also an index which is very helpful for quick reference to a specific page; something that other rules would benefit from. I would recommend these rules for someone looking for a more concentrated historical focus than some universal ancient warfare rules. It doesn’t cater to early chariot armies, far eastern armies, or medieval armies, nor to all manner of other stone age and diverse geographical armies that have come to be included in the ancient period. As the name implies it is “classical” warfare with an emphasis on the Greek and Roman periods. There is some real original thought here, and the writers obviously have a good grasp of the period which is reflected in the rules. Definitely worth a look.

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