as conceived by Donald "Arcas" Wolff
... Fate, who dwells in the clouds, and darkness above Zeus and his court..
1. Introduction. Gang Warfare in the Age of Bronze (GWAB) is intended to be a playable game system which employs miniature replicas of heroes and villains of cultural lore. Through actions with the miniatures the players paint a new story line of the accomplishments and feats of Homeric, Biblical, or folk tales. Concurrent with the physical play of the miniature pieces on the table, the players will interact to assist or frustrate the goals of their own and those of their fellow players in the ultimate accumulation of 'Honor' Points. The play of GWAB is intended to occur among a group of players over a number of meetings or engagements. 2. Game Preparation. 2.1 Two standard decks of playing cards are employed to determine actions and results. One deck will be employed, without jokers, to determine sequencing of player actions. The other deck will be employed, with jokers, to resolve other variable events, such as combat and divine intervention. It is useful to have two decks of different colors or different size. The relative value of cards is found in the Combat Results Chart (CRC) and Divine Intervention Chart (DIC). 2.2 Each player in GWAB is to have two clans. One clan is to be a protagonist and one clan is the antagonist. In a game founded on the classic tale of the Iliad, one clan would represent the Myceneans and the second clan the Trojans. 2.3 A clan is composed of 4 or 3 warbands of 3 figures each, or nine to twelve total figures. The clan has a clan leader and two companions, individually mounted. The clan leader also has one chariot with a driver. A warband stand is composed exclusively of either spearmen, swordsmen, javelinmen, stingers, or bowmen. These 'pure' stands may be intermixed to form a warband composed of many varying foot soldiers. The fine print - For those players who have already mounted skirmishers, archers and slingers to conform to existing rules systems (i.e. Armati, DBx), two man stands may be employed in this game, but are still counted as one warband element and are removed from play with one hit point. 2.4 The figure scale is 25mm to 30mm. The warband and chariot are mounted to DBx and Armati gaming scales to provide use by players in games of larger (i.e. army) formation size.
Clan leaders and companions are individually mounted. It is the option of the gamer to mount individual figures on either 20nun by 30mm or 25mm by 25mm stands. The former allows the gamer to combine 3 figures into a warband for use in other game systems. 2.5 Ground scale is 30mm to a stride. 3. Troop Types. 3.1 The Clan leader is head man (or in the case of the Trojan ally, the Amazons, the head women) of each player's clan. He is the only one to accumulate honor points in combat or confrontations. For the purposes of these rules, the term Hero, clan leader, and leader are synonymous. He may perform the following actions: missile fire, melee, move, invoke divine intervention, drive a chariot, or fire from a chariot. 3.2 The companions may take the place of a fallen or withdrawn clan leader. They may perform the following actions: missile fire, melee, move, drive a chariot or fire from a chariot. 3.3 The warband remains in play as long as either a clan leader or companion is in play on the table. When a leader is present, they may perform the following actions: missile fire, melee or move. 3.4 A clan leader, a companion, or a warband stand constitutes a single element. A manned chariot with driver, clan leader, or companion constitutes a single element. 3.5 Chariot drivers. Chariot drivers are integral to the chariot stand. The driver manning a chariot may move as part of the chariot stand. The driver may dismount to recover a fallen clan leader and/or his armor immediately adjacent to the chariot element, drag the body or armor back into the chariot and drive away per 8.9. The chariot driver may only melee to defend himself 4. Honor Points. The ultimate goal of a player is to accumulate the highest level of Honor Points. Groups attempting to play this system, must make arrangements to accommodate schedules to permit the maximum number of players at each successive sessions. Points are to be built up over a period of plays on successive dates. A number for quorum must agree to before enrolling the names of the players, their clans and leaders. If a quorum is not achieved, but at least 3 clan pairings are present, then the session is classified as a raid for points. 4.1 Points are accumulated or lost by the clan leader. Points are carried from one day's play to another within the saga of Gang Warfare in the Age of Bronze. If a clan leader falls, it is assumed on of this companions takes the position, but the honor points begin at zero for that session. Honor points are not transferable. 4.2 One member of the group of players is assigned the task of record keeping and authentication of game results and accumulated honor points. 4.3 Minimum Honor Points. If a clan Hero is killed, the replacement Hero/clan leader starts as a Class I Hero with zero points, see 10. 1.3.3. Honor Points may never go below zero. At the start of a new session or book, a Hero is never less than Class 2 with 100 points. 4.4 Honor Points Chart. See separate Honor Point Chart. 4.5 Honor Point Rank Chart. See separate Honor Point Rank Chart. 5. Herald 5.1 A gamer within the group will be appointed the Herald. His fate is to keep the "official' running record of accumulating Honor Points on a real-time basis and over a period of accredited games. If the Herald is unable to attend sessions, an Acting Herald will be selected to communicate results and distribute of Honor Points. 5.2 GWAB is played both as individual raids and battles, or Books, which combine to become a complete campaign or Saga. The Herald will monitor and record the status of each Hero and clan in the Book and the Saga. When a Hero reaches a point total that changes his status, up or down, the Herald will announce it and the new status is immediately applied. If a Hero reaches Homeric status, the Saga immediately ends. The Hero's name is permanently retired. A new Saga begins with all players' clan leader starting with 100 Honor Points. 5.3 At the completion of a game, book, each clan leader sheet is annotated with the current state on each element of total honor points, wounds, whether dead or not, and the back of the sheet signed and dated. The sheets are given to the Herald for 'official' recording within the 'Saga'. 5.4 The Herald verifies that a quorum was present, records are accounted for, and Honor points accredited for each battle. The Herald notes which players are chronically absent and adjusts applicable Honor point totals with 'sulking in tent' or 'consorting with Helen' penalties. 5.5 The Herald will announce through public means the present standing of each participating within the saga. 6. Sequence of Play. 6.1 A round of play. a. Sequence of actions. The playing deck is shuffled and then a card dealt for each clan. High card and suit goes first. Then the next higher card holding clan goes following the digression of priority and suit till the last card. b. Stand Aloof A player may pass, defaulting his opportunities for this round. c. Non-defaulting player may elect to do ONE of the following.
2. move a foot element. 3. move a chariot and fire a javelin if manned by Hero or champion. 4. clan leader may attempt to invoke divine intervention. 5. clan leader may issue an Individual Challenge. *** If accepted, then follow the challenge sequence until this combat is resolved 6. loot a body or recover a body. 7. drop any looted armor or body being carried. d. Actions in c are completed by each clan in sequence. e. Bases of antagonistic clans in contact resolve a melee. f Honor points are added or subtracted by results. 6.2 End of session (book) Any session or 'book' may end voluntarily upon the withdrawal of most players from a game or by mutual consent. Additionally, the following conditions can be used to determine an end to a particular session
b. Any character achieves 100 points in that session c. Advance of all surviving elements of a single clan beyond three quarters of the width of the playing surface. d. Death of all Heroes and Companions of two clans in that session 7. Deployment 7.1 Each clan must be deployed on the table within their designated area (see Set-up Chart) and each clan element must be in contact with at least one other clan element forming a 'huddle'. After deployment, upon election of movement, each clan element may move away from the huddle. 7.2 Protagonist and Antagonist elements set up 600mm from each other or 300mm from the center of the table. 7.3 The rival clans owned by a player may not deploy across the table directly from each other. During the course of the play they may not fight each other. During play, elements of these clans may block the movement of the other. 7.4 Reconstitution. At the beginning of a new session, all clans deploy at full strength. Clans which lost their Hero in a prior session, begin a new session with a Class 2 Hero with 100 Honor Points. If during the prior session of play for the clan, the Companion, who assumed the place of the clan's fallen Hero and accumulated points greater than 100 retains all points in to the new session. 8. Movement. Elements move in sequence with the exceptions of Divine Intervention. 8.1 Movement Rates
8.2 Mounting/Dismounting. Mounting or dismounting from a chariot expends I stride. Warbands may not mount/dismount chariots. 8.2.1 Mounting and dismounting is prorated. If a figure expends one stride to mount a chariot, the chariot may then be driven 6 strides. In a similar manner, if a chariot is driven 3 strides, the rider may dismount costing I stride and move a remaining stride. 8.2.2 To mount a chariot which does not belong to your own clan, its basket must first be empty. If an allied clan loses all its Hero and Companions, as well as its assigned charioteer, then friendly clans may attempt to 'save' the chariot. If this is done by a Hero, he gains the appropriate Honor Points. 8.3 Interpenetration. Individual elements may move through their own clan warband elements. Chariots interpenetrating their own warband stand(s) end their movement on the back side of the bands they are moving through. All other clan elements pay no movement penalty when interpenetrating friendly elements. 8.4 Wheeling. Chariots must wheel to turn. The wheel is measured the distance traveled by the turn's outer wheel. The wheel is only limited by its movement distance. All other elements may move, wheel, about face as long as the initial center point to the final center point does not exceed its movement allowance. Center point is the center of the front of the base of the stand. 8.5 Backing. Instead of moving forward, a chariot with a driver, may back up one stride per movement round or play of divine intervention (see 11.1). 8.6 Missile Fire from Chariots. A chariot with a hero or companion riding may sling a javelin at a target stand. The throw may occur during any point of movement. 8.7 Chariots without Charioteers. It is possible, that a Charioteer could be killed either by missile fire or melee contact. Upon the death of a Charioteer and in the absence other occupants, the Chariot becomes a separate 'player'. If the chariot is parked, it will not move until it is remanned. If it is in motion, it will continue to move. Its movement is administrative and does not count against any players sequence opportunities. It is moved before any player in the move sequence [See 6. 1a]. The original owning player will move the chariot in the direction it is facing at full move until:
b. Runs into a warband element (less skirmishers) and stops. No further movement until remanned. c. A player is able to move another Hero, Charioteer, or companion in contact with the chariot with sufficient movement remaining to mount the chariot element. 8.8 Road Kill. A chariot may 'run over' skirmishing troops, defined as archers and slingers. This is part of movement, not melee. A chariot, manned or unmanned, which by movement would pass through a stand of skirmishers (slingers or archers) not of its own clan, will instantly disperse the stand for the remainder of the game session. No honor points are obtained. The dispersal does not stop the movement of the chariot which will continue with any remaining movement distance. Since only the chariot's clan stands are exempted from dispersal, even skirmisher stands of allied clans are effected. 8.9 Recovering a fallen Hero or Companion. Fallen Heroes or Companions may be removed from the table by any friendly element. The element recovering the body must make contact with the figure representing the fallen warrior. The next turn, the element engaged in recovery may move the body and itself at 2 strides towards its side of the game table or to load him on a chariot. Once the body is loaded by the element or returned to its edge of the table, the element moving the body may return to engage in further play. The recovering element must drop the body in place if the element must defend itself against attack by antagonists. 9. Missile Fire Missile fire is only against an antagonistic clan element, excluding the antagonist clan owned by the shooter. 9.1 Elements armed with missiles may fire. Missiles are either javelins, bows, or slings. If the figure(s) on the base does not have missile weapons or has not been provided a separate casting representing a javelin, it may not fire missiles. The exception is chariot mounted fire. 9. 1. 1 Skirmisher stands (archers and slingers) immediately behind other stands of their clan, may fire over the stands in front of them. Javelin armed troops can not fire over an intervening clan stand, 9.1.2 Other stands may block fire if they are nearer to the intended target stand than to the firing stand. 9.1.3 The field of fire is 360 degrees. 9.2 Heroes or companions in a chariot can issue missile fire. The driver can not issue missile fire. If a Hero or companion is driving a chariot in absence of a charioteer, then no missile fire may be performed. 9.3. Missile fire table.
9.4. Apply missile fire results. Hits are placed against the target. Divine intervention protections or savings are applied. 9.5. Missile fire may target leaders, companions, warbands, or chariot drivers. If missile fire is issued at a chariot with rider and driver, it is assumed that the target is the rider unless the shooter before drawing declares the specific target of the missile. Horses may not be targeted. 9.6 Missiles may not be fired into a melee. A stand in melee contact may not be fired at. 10. Melee. Melee is only against an antagonistic clan element. Once in contact, melee continues until either engaged stands suffers the maximum wounds and is removed (see 10. 1.3.2), or a break in contact occurs as a result of impact (see 10. 1.3.2). 10. 1 Traditional Melee 10. 1. 1. Cards are drawn to resolve melee combat. For each stand in which he is in contact, a Hero will draw three cards against a warband, two against a companion, and one against another Hero. A companion will draw two cards against a warband, and one against either a Hero or another companion. A warband or charioteer will draw only draw one card. Card draws are by each element in the melee.
10..1.2. High card is determined by card and suit. If both players draw matching face cards or aces, the result is a wound suffered by the player with the lower suit. If both players draw cards with the same number, the result is 'no effect' regardless of suit. If the high card is a number card, then an impact results. 10. 1. 3 Combat Results Chart (CRC). See separate chart page. 10. 1. 3.1 Wound. Each element has a wound limit. When an element reaches its limit of wound, it is removed from play. A Hero element which reaches this state is removed from play and retired to Tartarus and removed from the Saga. The owner of the Hero's clan will designate one of the Companions to become the new Hero. A new name is chosen for the Hero element and assigned. 10. 1. 3.2 Wound limits by element.
Slinger/Archer Stands: 1 hit Javelin Armed stands 2 hits Spear/Sword Armed Stands: 3 hits Companion: 3 hits Class 1 Hero: 3 hits Class 2 Hero: 4 hits Class 3 Hero: 5 hits Class 4 Hero: 6 hits 10. 1.3.3 A Hero is initially rated Class 2. If a Hero is killed, a Companion replaces the fallen Hero. The Companion becomes the new Hero, is given a name, and becomes a Class 1 Hero with no points. In a Saga, the replacement Hero remains a Class until it achieves the 100 Hero Points and moves to the next level. Even if the replacement Hero does not accumulate 100 points to move to the Class 2 level, he will be rated Class 2 at the next gaming session. If no Companions remain to replace the fallen Hero, the remainder of the clan disengages in any melee and exits the field of play towards their original placement. A Hero's wound limit may increase in two ways. First the Hero's wound limit may be raised by Divine Intervention card draw. Second, in a session, a Hero's wound limit increases as he earns Honor Points to move to a higher Hero Class. 10. 1.3.4 Impact . When the highest card in a melee is a number, rather than an ace or face card, and it is greater than that of the antagonist's, an impact occurs. The stand suffefing an impact result must move back one stride for the numerical difference between the higher and lower cards; i.e., 9 spade versus a 5 club could cause the loser to move back 4 strides. The impact strides are distributed by first moving the losing stand away or back at least 1 stride. The victor my apply the remaining strides by:
b. or moving one or more forward your clan elements [gain of morale] c. or moving your combat element forward one stride and maintain melee contact to continue the combat in the next melee round. d. but no more than one stride per element with the exception of the target stand/element which may receive impact points up to the total difference. The victor may not move stands that were not involved in the melee into melee contact. Stands are moved away or back from the stand of the victor and if possible towards the loser's clan or allies. Stands which suffer an impact and are inhibited by surrounding stands from moving or interpenetrating, suffer a wound instead. 10. 1. 4 Multiple element resolution. When more than two stands are in contact, a multiple element melee results. Cards are drawn for melee against each element as per 10. 1. 1. Example: A Hero's stand is touched by both an antagonist Companion and a Warband stand. The Hero plays two cards against the Companion and three cards against the warband while the antagonist stands each play one card against the Hero stand. See 14.5.7 Multiple Melee Example. 10. 1.4.1 The melees are resolved by the highest played card. Highest card draw wins and resolution is then sequenced by card order. Results are applied against all touching stands in the order of highest card to lowest card played. Results are applied based upon the CRT. As the individual combats are resolved, kills and impact may negate subsequent combats which draw lower ranking cards. 10. 1. 4.2 As the melees are sequenced by highest card within the area of all touching stands, it is possible that as a result of a high number card, the winner has impact points which in application causes melees with lower cards to break off, thus terminating those melees. A hero element which inflicts the final and fatal wound upon a target receives the honor points for the kill. Any other element (companion, warband) which inflicts the final and fatal wound does not receive honor points. 10.2 Challenge Melee. A challenge occurs when in sequence, one clan leader issues a challenge to individual combat to an antagonist clan leader except his own. The clans of these leaders must be facing each other across the table or immediately adjacent. There can not be intervening clans between leaders for a challenge to be issued. Only one challenge can be issued by a Hero against another Hero in a single session. 10.2.1 If a challenge is declined, honor points are subtracted from the challenged leaders totals, see the Honor Point Chart. Honor points are then added to the challenging leaders total, see the Honor Point Chart. 10.2.2 If a challenge is accepted, all other actions stop. The two Heroes sequence their combat round:
b. missile fire is issued once and only once before melee contact c. movement d. melee as per 10. 1. 2 e. apply results, adding or subtracting honor points repeat sequencing, less 10.2.2.b, until either one leader is rendered hors de combat or retreats from the fray. 10.2.3. A challenge is completed when one Hero;
b. receives at least one wound and takes advantage of an impact to disengage combat without loss of Honor Points. c. accepts a loss to his/her Honor Points and takes advantage of an impact to disengage combat. 10.3 Capturing Armor. 10.3.1 When a Hero dies, his armor becomes a potential prize. Only a fallen Hero's armor may be looted. Live Heroes, companions, and warband elements may not be looted for armor. Antagonist or protagonist Heroes may loot the armor. 10.3.2 To obtain a dead Hero's armor, an element must be touching the stand or figure of the fallen hero for a complete turn sequence without interference from other players, to include fellow protagonists. The first turn of this looting does not include the turn the antagonist Hero is killed. Once the armor is taken, on the third turn, the holding Hero must move back, retire towards his side of the playing table, to his chariot, or towards other stands of his clan. Only a Hero can receive Honor Points for looting the armor. 10.3.3 The Hero holding the armor may transfer it to another stand of his clan. The Hero may rejoin the fight, but the receiving stand must move towards his edge of the playing table. The selection of which element to move during subsequent sequences of play is up to the owning player. However, the stand holding the armor may not move any direction other than off the table in the aforementioned direction. 10.3.4 A stand caught in melee while holding armor can not draw cards in melee until it either exits the table or drops the armor. The attacker draws cards as per 10. 1. 1. The holder of the armor may drop the armor during his turn of sequence. A token or other means of representation is placed to indicate the dropped armor. If the stand dropping the armor is in direct contact with an antagonist, it may draw cards to melee in that sequence per 6. Le. 11. Divine Intervention 11.1 Special Dispensation. A player who draws a Joker may retain the card and then draw another card. The Joker may be used by the holding player at any time to draw an additional card, defer a hit or wound, retreat beyond the field of battle [leave the game], double the foot movement of a stand for a turn, jump out of a round sequence, or retreat out of melee either regular or challenge. The joker may not be transferred to another player or played in behalf of another player. Once a Joker is played, it is returned to the discard deck. 11.2 Regular Dispensation. During the normal sequence, a clan leader may ONCE in a game, attempt to invoke the divine in his behalf A card is drawn and the Divine Intervention Chart is consulted. If the clan leader draws a Joker, it is kept as in 11. 1, but another card is not drawn in its place. Negative results may occur as well as positive. 12. Definitions Antagonist - A GWAB clan deployed across the game surface from the clan in question. An opponent.
13. Special The follow Special ideas are optional for incorporation into your play. 13.1 Terrain. There are two types of terrain, both of which limit the movement of chariots. 13. 1. 1 The first terrain prohibits the movement of chariots and restricts foot stands within its parameter, i.e. rock outcroppings, tightly packed trees, palisades, and ditches. Movement by chariots is not permitted in these environments. Foot stands may move through or into these environments, but must stop within, as in the case of outcroppings and groves, or stop upon crossing them, as in the case of palisades and ditches. 13.1.2 The second terrain restricts the movement of chariots from one side to another, i.e. streams. Chariots must stop at the edge of a stream to cross. The next turn it may proceed to the other side, clearing the terrain, but it may not proceed further in that round. 13.2 Limited Chariot Javelins. Chariots may have an agreed to limit, basic load, on the number of javelins they may carry. Three or four is recommended. Once the supply of javelins is expended, the chariot can return to an area behind a line of owner's clan to obtain a resupply. Passing behind or moving behind the line of one's warbands is sufficient to be recharged with the basic load of javelins. 14. Designer Notes and References 14.1 Notes. Sitting here, viewing the vast vistas of New Mexico and listening to the morning news, another account of the effects of local gang warfare in the south valley strikes a cord in my mind. The conduct of today's thugs and those 3000 years pasts bear remarkable resemblance. Each gang, clan, household engages in pack and alpha male behaviors far more than modem organized military operations. A read of the Iliad and the personalities reveals that time has not changed man much when it comes to the base social order, The Mycenians were raiders and devastators who left destruction and terror in their wake at Troy. It does however make an interesting setting for a great play. So to borrow from the Bard, let the world be our stage and we are but the players. The game system as organized is clean and relatively simple. Please avoid the temptation to add 'chrome', additional rules and conditions which add no 'gaming' value to the play. I continue this philosophy by keeping the biggest headache in miniatures, accumulating and painting figures, to a minimum. GWAB requires two clans with 16 to 13 figures and a chariot each. Two clans should cost no more than $100 (US) as of the date of this publication. I retained the basing structures of two popular ancient rules sets, so that individuals or groups who wish to pursue a grand tactical battle can easily upgrade their holdings to play those rules. One bias that I do bring into these rules is that if we employ metric for our figures and bases, then we might as well employ it for our measurement. However, since much of this is rendered into "strides", it should not create too much problem or discomfort with the metrically challenged among us. The game is intended to be strategic in the sense that it is not played in a single round and that the gamers are expected to alter their 'alliances' and 'behaviors' as honor points of a hero(s) increase to the goal at the mythical Homeric level. That goal is to reach the ultimate level, the equivalent of Achilles. An underlying game concept is that each meeting of the players is equal to one book in the Iliad. If one of the players, either as a Mycenian or Trojan reaches the highest level accumulated over a number of such meetings then the 'Saga' or 'Epic'" as told" ends. Anew 'Epic' or 'Saga' begins. Remember that the Iliad is only 52 days or so of a 10 year war. Certainly there is room for more stories, in the manner that the Romans continued the tale with Areas. Divine Intervention is not constructed as a fantasy or magical element within the parameters of these rules. Rather it is a good or bad day on the field of play. As modern major sports figures have days in which they are 'in the groove' and turn in remarkable performances, so the personalities on our fields of Ilium have the potential for an extraordinary day. Interesting, even today, when an athlete makes a goal, touch down, or incredible achievement, one can be seen to bow and render thanks to his or her'Divine' belief The application of 'Honor Points' under Divine Intervention is to portray a good, great, or poor pep-talk, to use modem terminology, as ritual invocations and their morale impact upon the clan. Miniatures in 25/28mm are available from: Redoubt Miniatures: UK. 9 Channel View Road, Eastbourne, East Sussex, BN22 7LN. USA. c/o Nfiniature Service Center, 1525 Bridge #163, Yuba City, CA 95993, 530-673- 5169 intemet listing: http://www.geocities.com/TimeSquare/Labyrinth/2558/redoubt.htm The Foundry: UK: Huberts Lane, Off Doyle Rd., St Peter Port, Guernsey, Channel Islands, Great Britian, GYI IRG USA: 1549 Marview Drive, Westlake, OH 44145, 440-871-4587 intemet listing: http://www.wargamesfoundry.com Sabre Miniatures: UK: Sabre Nfiniatures, 62 Dickens Ave, Corsham, Wilts, SN13 OAQ Other Guilty Parties These are the local Heroes and Companions who have provided color in the evolution of these rules: Dave "Hephaestus" Burton, Gerard "Achilles" Coffey, Dave "Hermes" Downs, Bucky "Sarpedon" Fox, Dave "Terminus" Lowe, The Staff "Spawns of Eros" of Active Imagination in Albuquerque, NM for the gaming space we routinely defile, and the mortal who makes the GWAB website possible Kevin "Apollo" Schwebel 14.2 References Books:
Magazine:
Internet
Disclaimer: As with all things on the internet, some of these addresses may become invalid over time. Gang Warfare in the Age of Bronze Charts Back to MWAN #105 Table of Contents Back to MWAN List of Issues Back to MagWeb Magazine List © Copyright 2000 Hal Thinglum 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 |