SPARTA'S WARS III

Rules for Land Actions
in the Peloponnesian Wars

by Aelred Glidden


I. TURN SEQUENCE

1. Toss for first Move: high toss is Phasing Player, tie is simultaneous exchange of Missiles but no movement.
2. Phasing Player Moves: no unit may move closer than 3 inches to an enemy unit.
3. Phasing Player javelin armed units (may be Horse, Medium Infantry or Light Infantry) release Missiles, Non-Phasing Player checks Morale.
4. Non-Phasing player bow & sling armed units (all Light Infantry) release Missiles, Phasing Player checks Morale.
5. Phasing Player may Move any unit within 6 inches of the enemy into contact (horse may move 12", phalanxes attacking horse move the number of inches on 1 die and become unformed on 5 or 6, unformed may not move closer than 3" to front or left flank of enemy phalanxes), Resolve Melees, check Morale. Repeat 2-5 reversing Phasing & Non-Phasing Player.

II. MOVEMENT

1. Units in contact with enemy are pinned in melee and may not move except unformed may withdraw from contact with phalanxes and horse may withdraw from contact with foot. Withdrawal move is 6".
2. In clear terrain all unformed units may move up to 12" but may not move closer than 3" to the front or left flank of enemy phalanxes (measured 3" straight out from front and left flank). In rough terrain unformed move 6".
3. Phalanxes in rough terrain move the number of inches on the toss of I die and on 5 or 6 become unformed. Phalanxes in clear terrain move 6" in line or 12" in column. Allied phalanxes will not advance closer to the enemy than do the phalanxes of the leader of the Alliance.

III. FORMED PHALANXES

1. Only Heavy Infantry may form a phalanx. They must be deployed before the action begins, They are formed of 2 to 6 companies of 6 figures and must be at least two ranks deep and be at least as wide as they are deep, thus a phalanx may be:

Size: ranks X width
12:2X 6 0R 3X4
24:2X 12 0R 3X 8 0R 4X6
36:2X 18 0R 3X 12 0R 4X9 OR 6X6

Size: ranks X width
18:2X9 OR 3X6
30:2X 15 0R 3X 10 OR 5X6

2. A phalanx removes all casualties from the rear rank, starting at the center and removing figures to the right (thus making it easy to determine if the rear rank still counts in melee). A phalanx line may advance (or about face 180°) and move 6", or may form column by facing right or left 90° at the beginning of movement and move 12" (remaining in column) or 6" and face 90°. The head of a column may wheel up to 90° and move 9 inches. A 6 X 6 phalanx may wheel as column but only moves 6 inches.

3. A phalanx attacked in flank or rear loses formation. When no longer in melee it may attempt to reform: toss 1 die, succeed on 4-6. Success means that the unit may not move other than forming. Failure means that the figures remain unformed for the duration of the battle. Spartans may attempt to reform even if in melee and add 2 to the die if not in melee, but may not attempt to form again if they have tried when in melee and failed.

4. An army that has had all its phalanxes broken and fail to reform must withdraw.

IV. MISSILES

1. Units in melee cannot be shot at by either side.
2. Range is 6" for javelins, 18" for slings & arrows.
3. Toss 1 die per 2 figures with a clear shot: hit on 5 or 6 (if shooting into the rear or right flank of formed phalanxes hit on 46). For 1 odd figure toss 1 die: hit on 6.

V. MORALE

1. Unformed units do not check morale.
2. Phalanxes that lose over half of the rear rank must spend a turn not moving to reorganize the rear rank, centering it to indicate, that the rear rank no longer counts in melee dice. A unit that began in at least three ranks may do this even while in melee. If the phalanx that began with only two ranks is in melee it becomes unformed, but if it is not in melee it may reform in two even ranks odd numbers remain, the rear rank is shorter).
3. A phalanx that loses a complete rear rank must toss 1 die. If the toss is higher than the number of ranks remaining in the phalanx, the phalanx is broken and is removed from play. It is assumed to rout as nearly as possible to the rear and any friendly phalanxes within 6" of the rout path are unformed. If only one rank remains and the phalanx is not in melee, it may reform in two even ranks (if odd numbers remain, the second rank is shorter), but if it is in melee it becomes formed.

VI. MOVE INTO CONTACT & RESOLVE MELEES

1. Units of the Phasing Player may move into contact with enemy units within 6 inches (horse may move 12"), phalanxes attacking horse move the number of inches on 1 die and are formed on 5 or 6, unformed may not move closer than 3" to the front or left flank of an enemy phalanx). If they traverse rough terrain they move the number of inches indicated by the toss of die (phalanxes become unformed on 5 or 6).
2. Phalanxes that contact unformed troops will move their full movement (6" or the toss of 1 die), pushing the enemy back before resolving melees.
3. Missile armed troops release a defensive volley before melee is resolved.
4. In melee the normal toss is 1 die per figure but for horse against foot OR phalanx against unformed double the total number of dice tossed:

    unformed troops count only figures in contact with enemy
    formed phalanxes count all figures in contact
    plus 1 figure to each flank that overlaps enemy frontage
    plus 2 dice per rank deeper than the enemy (must have at least half a rank remaining to count)
    Hit on 5 or 6 (4-6 if target Light).

5. After Melee check morale.

Monk's Corner


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© Copyright 1997 Hal Thinglum
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