Reviewed by Rod Burr
The ANCIENT LEAGUE RULES by Cy Taylor are a new set of rules for the ancient period. The author has attempted to write a highly playable, relatively simple set of rules while retaining much of the flavor of rules such as WRG's that have made gaming in this period popular. In addition, he has attempted to achieve a balance in the importance of troop quality versus weapon factors. The figure scale (1:20), ground scale (1" : 25'), and base sizes are the same as used by WRG, as is the troop classification scheme with some minor differences in terminology. The point system is organized somewhat differently from that used by WRG. The basic cost of each figure including armor, morale class, and training (Regular or Irregular) is also the basic melee factor of the figure. Therefore, while troops with higher morale or more armor are more expensive, their fighting ability is also increased proportionately. In order to simplify movement and to slightly reduce troops' maneuverability, the movement phase is broken down into evolution, movement, and evolution subphases. During the evolution subphases, units may change formation and facing (as individual figures). During the movement phases the units may move and change direction by wheeling. The number of evolutions permitted for a unit varies by its morale class and training, from 1 evolution if the unit has not moved for Irregular D troops to 3 evolutions for Regular A troops in addition to full normal movement. With a single evolution a unit may change facing by turning individual figures, expand or contract frontage by 4 figures or 2 models, or mount or dismount. The normal movement distances for each troop type are about the same as used by WRG. The morale system in the ANCIENT LEAGUE RULES is based on percentage dice. Each unit starts with a morale value based in its morale class and training. These initial values range from 65% for Irregular D troops to 100% for Regular A troops. Each time the unit looses a figure as a casualty this initial percentage is reduced by an amount equal to the percentage of the unit's original strength that one figure constituted (e.g. Loss of 1 figure from a unit with an original strength of 5 reduces its morale by 20%). A unit checks morale by rolling equal to or below its current morale level after modifiers from a short list are added to the die roll. When a unit fails a morale check, the results of this are based purely on the circumstances for the morale check and are unaffected by the amount by which the unit failed. Unlike systems which add 2 or 3 dice together to determine the final sum, this percentage based system does not have a peak in its probability distribution, but instead is flat. This tends to mean that small modifiers to the die roll can drastically affect the outcome of the morale check where in a bell curve shaped distribution small modifiers will tend to have a much less drastic effect. Combined with the pass/fail morale results, this means that morale checks tend to be very drastic. Because units may frequently need to check morale two or more times per turn, the chances of a unit passing a turn without failing morale differs more widely than the range of base values indicates. For example, if a unit is charged during the turn and then loses the resulting melee by killing fewer figures than it looses, an Irregular A unit (base morale 95%) would have a 90% chance of not failing while an Irregular C unit (base morale 75%) would only have a 56% chance of not failing. If these units each saw a routing friend on the same turn, the chances would go down to 86% and 42% respectively. However, under the points system in the rules there is only a two point difference in cost per figure between these two classes (e.g. 5 points versus 7 points for HI). In addition to much more reliable morale, the better morale grade troops also fight better and are more maneuverable. The rules seem to undervalue the benefits of high morale in the points system. Regular classification for troops is similarly undervalued in that there is only a one point cost difference between Irregular and Regular status, which not only improves the troops melee ability, but also their morale level and maneuverability, and decreases their unit command factor cost. Casualties in the ANCIENT LEAGUE RULES are inflicted as whole figures both for melee and missile fire. The manner in which casualties are calculated is that each figure has a basic missile or melee factor. This is modified based on circumstances and then multiplied by the number of figures firing or meleeing. A percentage die roll below this number will result in casualties being inflicted. If the die roll is sufficiently below this number, multiple casualties are inflicted. Because of the whole figure casualties and the fact that the normal casualty percentages are less than 100%, an unlucky player can completely fail to inflict losses on his opponent. This differs from systems such as WRG uses where even in the case where he is unlucky, a player will still inflict some damage on his opponent which will accumulate overtime. Similarly to WRG, each unit must be given a Movement order and a Tactical (= WRG Action) order. The movement orders are either ADVANCE or HALT. It is unclear in the rules whether troops with a HALT order are completely prevented from moving or whether they just cannot advance toward the enemy. They are explicitly permitted to change formation and facing, however. Troops with ADVANCE orders are required to move between 1/2 and full move. Tactical orders may be ATTACK, HOLD or SKIRMISH. Any general may change the orders for units under his command and, each general is allowed 2 signals if Irregular, 4 if Regular. Unlike in WRG 6th edition, the permitted signals are not specifically defined. Overall the ANCIENT LEAGUE RULES are reasonably well written. They would benefit from more examples of play, and the order section particularly could be clearer. The sequence of play used reduces the complexity of the interaction of troops due to simultaneous movement as compared to some other systems. Overall, these rules can be recommended to players looking for simpler rules for the Ancient period but in the same scale as WRG's. The author also publishes an ANCIENT LEAGUE Newsletter in which changes and clarifications to the rules will be published, and in which interested players can correspond with each other and the author. I have not seen a copy of the newsletter, but for a cost of $2 to subscribe, it isn't much of a risk. The ANCIENT LEAGUE RULES are published in a 17 page, spiral bound booklet. They are available for a cost of $6.00 from the author, Cy Taylor, 1019 Tweedbrook Rd., Wilmington DE 19810. THE AUTHOR REPLIESby Cy Taylor The criticisms presented in the review by Rod Burr are well taken, and I was pleased to see that the rules were so well understood. I have several comments to make in order to clarify and explain a few points. CASUALTY REMOVAL: Whole figure removal does not mean that an unlucky player can fail to inflict any damage. Damage inflicted is cumulative, and immediately lowers morale. In WRG, accumulated damage means little to a unit winning melee unless it has lost 1/3 of its figs. The key in either system is winning the melee. Whole figure removal allows morale to be tracked instead of partial casualties, and saves time. MORALE TESTS: Units may test twice in the same turn, the first or missile fire and/or charges. Losers test for losing melee and/or friendly routs. Melee winners with hold orders test for pursuit. Routs are only caused by failing a melee loss test, or by failing a friendly rout test if tester's morale is less than 50. The review showed that there was a big difference between an irregular A and C class unit's chances of passing both tests in the same turn. The review did not take into account that the unit would only have to take the second if it lost the melee. In this system the chance that an irregular A or C unit will pass a charge test is 98% and 75%, respectively. In WRG, the chances are 98.5% and 74%. Now, if either melee is evenly matched, there is about a 1/3 chance that either side will win, and a 1/3 chance of a draw. There is only a 1/3 chance that the unit will have to test for a second time, so the combined probability of not failing the charge test and not failing the melee lost test is about 66%, or 10% higher than calculated in the review which has the melee defeat probability excluded. There is no corollary in WRG. Losing the melee, and being doubled or pushed successfully results in rout. it has been my experience with WRG that the 1st round is decisive. Units are doubled and routed, or can never come back from the initial loss. Few B units go three rounds if they lost the first. In the Ancient League system, morale determines the result, a sort of saving throw against having lost the melee. D's may go 2 rounds and A's may not go 4 rounds. Also, morale tests are considerably shorter. POINT COST/VALUE: I agree that higher morale class may be a bargain. Army lists limit upgrading. Upgrading does cost points, as opposed to weapon based systems which put a premium on weapon type for no additional cost. There may also be some unearned premium for regular class. However, irregular A and B class may be strengthened at the player's option to equal or exceed their regular counterparts. Irregular A and B troops also always get an initial melee bonus, rather than a possible berserk plus. ANCIENT LEAGUE: The review did zero in on some weak points. I am sure there is room for improvement in this system, which was the main idea behind the Ancient League and the newsletter. All League Members (rule owners) are entitled to propose and vote on changes to the rules. The Majority rules. A $6 fee includes membership, rules, and 4 quarterly newsletters, which cover other aspects of the hobby as well as rules. Available from Cy Taylor/1019 Tweedbrook Rd./Wilmington, Delaware 19810. More Reviews Ral Partha 25mm NW Frontier Savage and Soldier 25mm Colonial ESCI 1/72nd Scale Zulus Essex 25mm Byzantines Miniature Masters Painting Service Minifigs 25mm 7YW Pengel 7YW Uniform Guides Ancient League Rules Lost Worlds Booklets Platoon 20mm Back to Table of Contents -- Courier Vol. V #2 To Courier List of Issues To MagWeb Master Magazine List © Copyright 1984 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 |