reviewed by John Boehm
By Andrew Zartolas and John Manning According to the authors this "is a fast playing set of rules for 25mm and 15mm miniatures. It is compatible withal I basing systems, army organizations and army lists. It will enable you to play a game with 300 to 400 figures per side in about four hours. The heart of the rules is the initiativeimpulse movement system and the morale system." The authors also note that they play only historical opponents and situations and do not attempt to use even "points" per side, although a points system is included. The bottom line is that they were written to produce "fun" games yet with a "reasonable feel of an ancient battle". The rules come in a slick cover booklet of approximately 50 pages plus a separate one page reference card. They are well indexed and contain numerous examples and diagrams. They sell for $12.00. 1 will attempt to outline some of their features. As indicated, any basing systern may be used. The turn sequence appears fairly standard. Troops, armour and order are mixed together into an armour classification similar to WRG. (This is a concept I have always disagreed with.) Infantry must be deployed in at least two ranks, and have a maximum frontage of 12 figures (cavalry units may use one rank). Units can only face in one direction at a time. Beyond this, formations are not specifically spelled out. The movement system is based on a randomly determined initiative and is thus an alternate move system. One side may gain the initiative up to three times in a row. All combat and morale is resolved prior to each initiative determination. A side with initiative may allocate 3 "impulses" to move designated units. One impulse is required to move one unit within a 24" command control radius and more "impulses" must be used to move units outside that range. Thus few units will be involved in any one turn sequence. The overall result would appear to generate some interesting situations. Successes could be exploited rapidly in the right circumstances. Direction changes are only by wheels which may involve more than one "impulse". In cavalry armies, mounted units require only half of an "impulse" to move. Interpenetrations are limited. Charges are fairly standard but a charging unit not making contact may prolong its charge move but loses the number of figures on a 6 sided die roll. The evade sequence is also fairly standard, but it does allow for missile fire. A morale test is required to evade but is fairly simple. Missile fire is also very simple and straightforward. It involves a die roll with a modifier for each firing figure. Engines use multiple dice depending on their size. Melees involve a series of head to head die rolls based on the frontage of the attacking unit including those in contact and up to four figures on either side of them. Defenders roll a like number of dice despite their frontage. The die rolls are modified according to armour class and other tactical factors. The results from melee morale checks will determine the outcome of each round and include stand, shaken and rout results. Shaken units lose one die roll worth of figures and routed units lose two die rolls worth of figures. Units falling below 25% are removed. Pilum casualties are calculated as missiles and removed before melee. Another interesting twist is that cavalry melees maybe reinforced by other cavalry units from the rear. Morale is based on four levels; elite, veteran, standard, and conscript. Morale tests involve a die roll and comparison to the morale level with three possible results as indicated above. There are also situational adjustments for morale rolls but these are few in number and the system is again simple and straightforward. One of these modifiers is the army morale which is based on overall army losses. Once an army loses 66% of its strength it routs. Other rules involve leaders who are never killed but may be forced to retreat. Off board movement is allowed but penalized. Chariots fight and receive casualties as cavalry but based on the number of horses. Elephants fight as 3 heavy cavalry figures and may rampage as a result of missile fire. Various optional rules include victory conditions, terrain effects, and tactical tips. The rules are clearly written and would seem to provide a fairly easy, fun, and straight forward game with some very interesting possibilities. While I have not played them (I do intend to try them), I would recommend them for those looking for a simpler, more enjoyable approach to ancient wargames. They have some neat ideas and look like fun. They are available from WARGAMES. Reviewing Stand
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