Alexander's Near Death Experience
Battle of Granicus (334 BC)

Historical Background and Set Up

by Matt Fritz

Sequence of Play:
1. Macedonians Move
2. Macedonians Shoot
3. Persians Move
4. Persians Shoot
5. Charge into Melee
6. Melee

Movement:
All infantry units move 6", cavalry move 12". Skirmish units and cavalry may move in any direction. Formed infantry units are limited to wheels and obliques of 45 degrees.

Movement

    Infantry 6"
    Cavalry 12"

Shooting:
Only skirmishers and light cavalry (they have bows) are allowed to shoot. Javelins have a range of 6", bows have a range of 12". Roll 1D6 for each base in range. Every 6 is a hit and one enemy base is removed. If any part of a unit is in range the entire unit may fire. Units that are engaged in melee may not fire, and may not be targeted.

Shooting Table

    Weapon Range
    Bow 12"
    Javelin 6"

Charge into Melee:
Both sides may charge into melee. This is the only way to get into hand-to-hand fighting. Foot units may charge up to 6", cavalry may charge 12". Units may only charge if they can reach an enemy unit in front of them. If it matters, Macedonians charge first.

Melee:
Each side rolls 1D6 for each base in the fight. The Melee Table shows the number needed to score hits. Remove one enemy base for every hit. Both sides roll simultaneously unless one of the units is a phalanx. If a phalanx is involved in the fight they roll first and enemy casaulties are removed. Surviving enemy bases can then fight back. If both units still have stands left they remain engaged and fight again next turn.

Melee

    Weapon Hit #
    Skirmish Infantry 6
    Infantry (Phalanx attacks first) 5-6
    Light Cavalry 5-6
    Cavalry 5-6
    Companion, Heavy Cav 4-6
    Leaders 4-6
    Any vs. Skirmishers 4-6

Last Stand:
If a unit is reduced to one stand this last stand is removed immediately.

Leaders:
Leaders may not be targeted individually. If they are attached to a unit they count as an extra base in melee (but not shooting). If the unit they are attached to loses bases in melee roll 1D6. If the roll is a 6 then the leader is eliminated.

Flank Attacks:
Units that charge an enemy unit on the flank or rear gain an advantage. The flanked unit may only fight back with two bases. This advantage applies only on the first turn of melee.

Crossing the River:
A unit crossing the river must end its move with the front rank of the unit in the middle of the river. This unit may not charge during this turn, and if charged by the enemy it may not fight back. These restrictions only apply during the turn they are crossing. On the next turn they may move and fight normally.


Alexander's Near Death Experience Battle of Granicus (334 BC)


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© Copyright 2004 by Matt Fritz.
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