by Rod Burr
15MM ANCIENTS is a new set of rules for the period 1200 BC to 600 AD by James Vidlak. The rules can represent larger scale actions than can other rules by use of a 1:40 figure scale and fewer tactical details. The author suggests that a 6' x 8' table for 500 figures per side is a reasonable game. This is not the case with more detailed rules. The rules use a "Basic Casting Multiple" of 6 figures for a casualty calculations. This simplifies the determination of the number of figures involved in a given action and all losses are in whole figures. Unit sizes are in multiples of 6 to reflect the BCM orientation, thus doing some injury to historical organizations. The frontages and depths used per figure are the same as for WRG, but the recommended number of figures per stand for close order infantry (3 vs. 4) and loose order cavalry (2 vs. 3) differs. It should be possible to use troops mounted on the larger multiples if adequate "change "is available. The scale used is 15 minutes per turn and 40m per inch. Thus the base move for close order infantry is 10", while open order cavalry moves 32"! The impact of this is reduced by the fact that units can wheel or face only during the formation/facing phase prior to movement, then must move in a straight line with a few exceptions such as inclining. Charging and evading troops receive bonus distances which are used before normal movement is done for other units. These bonuses range from 1D6 inches for close order foot to 2D6 + 2 inches for open order cavalry. The rules specify that grand tactical orders be written for groups of units but these don't appear to have any effect on play. The only other written orders are charge declarations made each turn. The system for melee resolution is different from most rules. There are two phases in each melee. The first of these determines the losses for each side. The second determines the result, if any, for the units involved (e.g. pushbacks or routs) along with additional losses depending on this result. The unusual aspect is that the losses of the first phase have no effect on the second which is determined by factors such as morale and depth of formation. Hence one unit could conceivably suffer much heavier losses than its opponent but still rout it. The rules allow units that break their opponents to fight additional melees with new enemy they contact until they are stopped or reach the end of their movement. Similar to 5th edition WRG but not 6th, barbarian troops can fight with only one effective rank versus two generally for regular troops. For morale classification the troops are broken down similarly to WRG with 4 grades each of Regular and Barbarian units. There is nothing corresponding to the WRG use of 2-5 dice versus 1-6 dice to represent the greater reliability of Regulars versus Irregulars. This differentiation only shows the greater maneuverability of regular units. The four corresponding troop grades are the same for morale results except that irregulars can enter "Barbarian Advance" which gives them a bonus in melee. Unpredictability for army morale in addition to that of individual units, is added by an "Army Activity Percent" roll each turn to determine the chance to pass morale checks for each class. For the top class of troops this can vary between 85% and 100%. This roll is completely unaffected by any modifiers and hence doesn't reflect the effects on army morale of the overall course of the battle. There are fewer modifiers for individual unit checks than in WRG, thus making them simpler. One other aspect included in the rules is fatigue. Units become fatigued by engaging in melee, evading, pursuing, or unsuccessfully charging. While this is somewhat similar to the WRG disruption rules, 15MM ANCIENTS also includes disruption rules which reflect disorganization due to terrain and interpenetration. There are 4 levels of fatigue, which affects both movement and melee. The rules are incomplete in some areas but should be payable without too many problems. The rules avoid the problem found in many British rules of long, unparsable sentences. They are 31 pages long with a table of contents plus appendices including point costs for troops. Two card sheets of charts are also included with the most important tables. The rules are available from 1 Vidlak, 4617 Wheeler Drive, Fremont, CA 94536 for $6. More Reviews
Heritage 25mm Knights and Magick (figures) 15mm Ancients (rules) Imperium Romanum (boardgame) 7YW Books Back to Table of Contents -- Courier Vol. 2 #6 To Courier List of Issues To MagWeb Master Magazine List © Copyright 1981 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 |