Classical Hack

Ancients Miniatures Rules

Review by Russ Lockwood

Classical Hack, a set of miniatures rules for the ancient period (600BC to 600 AD), boasts a new format and streamlined play. Originally published as Classical Hack I, Classical Hack II, and Classical Hack III, the three original volumes have been revised and condensed into a single 44-page 8.5x11-inch booklet, wrapped in a color cover of Alexander the Great crossing a river by Peter Connolly.

Production values are high--this is a slickly produced booklet, generally well laid out, and logically divided into 19 chapters, generally running from building an army, to command control, through movement-shooting-morale-melee, to special army-specific tactics and formations, and finishing with all the charts. A nice touch is the separate playsheets divided into four periods: 600BC to 380BC, 380BC to 100BC, 100BC to 250AD, and 250AD to 600AD. You'll notice differences in the morale, missile, and other stats between the periods. Note that you will do some photocopying of the play sheets and combat results table, some counters (rout, charge, etc. are nicely done with illustrations).

As for game play, Classical Hack emphasizes playability while imparting the flavor of the period. Movement is a set distance plus distance equal to a die--a nice touch that is guaranteed to take the mathematical precision from an advancing army. Charging is also a set distance plus a die. Pursuits, rally, retirements, and such are all well covered, although WRG gamers used to rolling a die for counter moves may find the "evolutions" of Classical Hack too automatic.

Combat (missile and melee) use percentage dice, with more casualties inflicted as your roll lower. In melee, a chart cross indexing troop type with morale provides a number (modified by circumstance), which is then multiplied by the number of figures eligible to fight to get a percentage number. Roll even or less and inflict one casualty, half the amount, inflict two, and one-quarter of the amount, inflict three casualties. If charging the flank or rear, there is an additional casualty inflicted automatically.

Note that depending on troop types and circumstance, you can go over 100%, but the maximum allowable casualties are 3 (4 if hitting in flank/rear), no matter how low you roll. A table in the back helps you determine what roll does what. Melee can continue up to three rounds. Missile fire is similar except the maximum amount is 2 casualties inflicted and only one shot.

Units that take more casualties in melee than they dish out take a morale test. Morale is equal to the unit cost, so when you figure out troop costs, you also have the morale value. What happens when you fail a morale roll depends on why you took the morale test. For example, failing when receiving a charge disorders the unit. Failing as a result of melee routs a unit. Morale checks are also percentile dice rolls. Note that some units top 100 points, and so automatically pass morale checks, but modifiers (including figure loss, nearby friendly unit rout, etc) can bring that down below 100.

Additional chrome includes a commander's "risk" table, a terrain layout table, elephant rules, section on "tribal" units, special tactics, and more.

So far, so good. It plays fairly quickly, although you do have to watch out for morale checks. As always, there are some questions (in italics), so I shot an e-mail to one of the designers, Phil Viverito, and here are his responses (in normal text):

What is long range for missile weapons? In your example (p.20), 4 inches is considered "long range" (and gets the -2 modifier), but on the play sheet, bow is listed as a 6" range.

On page 20, I wrote this as an example. The target is 4 in away. Ranges are for bow 6 inches maximum and anything over 3 inches is long range -2.

When do charge moves take place? I am going to guess during the charge phase (a 4?). The turn sequence notes declarations, missile fire, morale, but not the actual move.

See page 16 text. Charges occur after shooting. Will add this to sequence in second edition.

On pila: Since pila were thrown just before impact, does that mean a Roman unit gets a chance at shooting casualties in addition to a melee? Or perhaps the question should be, how do pila-armed close order foot differ from non-pila armed close order foot in combat?

Pila are handled in two ways. In regular shooting pila can be fired as javelins are at 1 inch. They are also part of a built in missile fire in charge with a plus. Plus 1 in Period 2 and a plus 2 in period 3. Non-pila armed foot do not have a modifier plus for pila as they do not have one.

Once emplaced, Ballista can only move when pivoting (an evolution?) or retiring (spend an evolution to limber and then another evolution to retire?). Once limbered and retired, can they then be moved normally to another part of the battlefield?

Balista were very difficult to move unlike modern artillery. Not wanting balista popping up as some killer gimmick weapon, I deliberately reduced its mobility. Like in the 7 years' war, once placed it was pretty much stationary for heavy stuff. The carobalista were portable and are permitted but I did not think it should be running around the field.

Most descriptions of their employment seem to lend it to be mostly stationary. What I am saying is that most battles began with the opposing armies in sight of each other and things were pretty much where they would remain. Generals caught in surprise faced many difficult tactical disavantages such as coming off column. So, once deployed, balista can use, in movement, an evolution to pivot or move into position and unlimber. Or limber up to get back to camp.

Do you need a commander attached to a unit to rally it from rout?

No, but it is a plus 10 or 20 to help with modifiers.

In Commander risk table, a result of 10: does this mean the unit automatically loses the melee and the commander dies? Or does it mean, IF the unit loses the melee, the commander dies?

No, if the unit loses this applies.

Comments under the "too late now" category: Next evolution of playsheet--drop the photos and the unit cost formula, put the turn sequence up top, add in the morale chart. (that said, I don't think anyone anywhere will ever create a perfect chart "cheat sheet", so don't fall on your sword ).

:) very good!

On unit mounting: too vague for newcomers. How do they know if heavy infantry is mounted 2,3, or 4 per stand? I see that a scenario book is in the works, which will help, and those of us coming from other rules systems use those basing schemes, but if you just picked Classical Hack up, you might be scratching your head when you find out that MI, HI, PI (Protected Infantry--full body armor, what particular unit fits the PI type? Can't be Roman legionaires. Knights aren't this early.) can be "open, loose, or close order."

Yes, the scenario book will have whole pages of figures to clear such ideas up.

Ok. I think from illustrations Persian Immortal could have been protected infantry. Some consider Trajanic Romans with right arm defenses as being protected infantry.

These are the only rules I know of that let you deploy heavy infantry in open order. Which while not very useful may well be correct in some historical instances.

And those are the replies from Phil. And that's Classical Hack, a quick play set of rules that covers a specific ancient period with enough chrome to take into account special events and units and a tested system that's been run at conventions for a half dozen years.

Available at stores, via mail order from On Military Matters, or direct from LMW Works, PO Box 844, Amherst, NY 14226. $17.

Chapter One-Der: Classical Hack Introduction
Interview: Phil Viverito, Classical Hack designer


Back to Historical Game Review List
Back to Master Game Review List
© Copyright 1996 by Coalition Web, Inc.
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