Figure stats are listed below. The stats that apply are:
Attack factor
Defense factor
Movement allowance
Bow attack factor (if any)
Name
Heroes have a base trimmed in gold. Figures have a number visible on the base for identification.
Game sequence
Players alternate phases. Two phases make a turn.
Attempt to rally (optional)
Movement / archery / spear throwing (any order)
Melee and apply result
This completes one player phase. The next player now follows this sequence.
Hero challenge
At the beginning of a player's phase any one Hero may challenge an enemy Hero to a duel. The enemy Hero must accept, although wounded Heroes may decline. The dueling Heroes are placed between the opposing sides at a spear's range apart. Both Heroes are armed with spears. A die roll determines who throws first. The melee continues until a result of Panic or Killed occurs or a God intervention ends the fight. Only one God chip per player may be used per challenge. No other figures may move or fight during a challenge. The conclusion of the challenge ends the challenging player's phase. At the end of the challenge the winner returns to his lines.
Combat
Subtract the defense factor of the defender from the attack factor of the attacker. Roll 1D6 and consult the combat chart. Apply the result to the defender.
Combat results:
No effect=no effect
Panic=Figure flees immediately at full movement away from the attacker. Attacker has the option to move into space of the loser. The victorious attacker may not initiate any further melees, even if the advance has brought the figure into base contact with another enemy.
Wound=All of the figure's stats are halved (round up). Two wounds result in a kill.
Killed=Figure is dead. The winner may advance into the space of the loser per the panic rule.
Other stuff
A panicked figure loses its spear for the remainder of the game, except for challenges.
A melee round is-attacker strikes first and the results are applied. If the defender does not panic or die, the defender gets a return hit on the attacker. The result is applied to the original attacker. Melee moves to the next figure on the table.If both figures in a melee get a wound or no effect result, they are locked in combat for the next phase.
A figure locked in melee from a previous phase may choose to panic when its phase comes again.
There are three types of combat: archery, hurling a spear, and hand to hand.
Any figure in range may fight any other figure. Ranges are: Bow=24 inches,
Spear=12 inches, Hand to hand=base contact.
A figure with a spear in hand-to-hand combat against a figure that has none
adds 1 to its attack die roll.
A bowman may fire every phase, including the enemy's, at any enemy in range.
There must be a clear line of sight to the target. If a figure shoots it may not
move except as required by a combat result. Arrow supply is unlimited.
You may hurl a figure's spear at an enemy only during your fire phase. Once
thrown, that figure is spear-less for the remainder of the game (except for Hero
challenge) and should be marked in some manner to indicate this. If a figure
throws a spear it may not move except as required by a combat result.
Hand-to-hand combat is allowed for figures in base-to-base contact. All
movement and fire must be finished prior to resolving hand-to-hand combat.
Any attacked figure may, unless killed or panicked, defend, regardless of the
number of attackers.
A defending figure with a spear or bow that is charged may opt to fire on the
attacker. Any results are applied prior to any hand-to-hand combat. A bowman
that has fired during the fire phase may not take this option.
Figures have no facing.
Panicked figures that are attacked automatically retire 1 full movement rate away
from the attacker.
Rallying panicked figures
At the beginning of a player's turn, he may attempt to rally a panicked figure. To succeed you must roll equal or less than the figure's defense factor on 1D10. Wounded figures have this number modified. A rallied figure may act normally on the turn it rallies. If a figure fails its rally attempt, it must immediately move a full movement away from the enemy.
The Gods
Each side has a certain number of God chips to play in the game.
Only a Hero may use a God chip.
God chips may be played at any time. Once played, they are discarded. Their
effects last only one player phase.
Only 1 God chip may be used by a player on a turn.
Use a God chip to initiate the below events. Once an event is used, it may not be
used by that player again.
The Gods Intervene
God fights +2 defense, +2 to figures attack roll
Strength & courage +1 attack, +1 defense
Render an enemy helpless One figure panics
Deflect weapon A kill becomes a wound, a wound becomes panic, panic is ignored
Stop weapon Figure may not be attacked, but may counter attack if
locked in melee
Mist May not be attacked or attack
Rescue a hero The Gods wisk one figure to any part of the table, except
behind enemy lines
Rescue a slain hero Any figure slain in the current combat phase is moved a
full movement behind friendly lines and becomes
wounded. A wounded figure becomes healed
Heal Heals one wounded figure
Victory conditions
After 10 turns the side with the most victory points wins.
5 points for each dead enemy hero
3 points for each wounded enemy hero
2 points for each dead common soldier
1 point for each wounded common soldier
Character Names and Values Roster
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© Copyright 2003 Hal Thinglum
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