TURN SEQUENCE 1.Toss for Initiative(on the Ist turn roll again on a tie; on later turns, the player who lost Initiative the previous turn wins ties). 2.Movement: 1st side, 2nd side (Initiative winner chooses Ist or 2nd move). 3.Missiles exchanged (simultaneous). 4.Resolve Melees: Ist flank/rear, then regular. MOVEMENT 1. Units in contact with enemy are pinned in melee and may not move. 2. Skirmish Infantry are never formed.
3. Normal movement is:
Cavalry in line (& formed Medium Infantry) may wheel 90ø & move 8" (or move then wheel). Light Cavalry (& formed Medium Infantry) may also about face before or after movement. Heavy Infantry in line may only move forward or wheel 45ø. Friendly skirmishers may move through elephants (but no other formed units). MISSILES Units in melee cannot be shot at by either side. Toss I die per figure with a clear shot: hit on 6 (if target is Cavalry supported by Medium Infantry, before tossing divide the dice into an equitable number against each target). Ranges: bows & slings 15", javelins9" (Only the first rank of javelin armed formed Infantry toss javelins and then only immediately before the 1 st round of a melee). MELEE 1. Formed troops that contact skirmishers will move their full movement, dispersing the skirmishers as they move through them (each enemy skirmisher gets one shot as he is removed). Skirmishers may not close with formed troops. 2. Javelin armed Formed Infantry do pre-melee javelins. Formed troops count all figures in contact to their front (all count 2 ranks except Greek Heavy Infantry which counts 3 & Medimn Infantry in support add their 2 to those of the unit being supported); plus 1 figure to each flank that overlaps enemy frontage. Skirmishers count only figures in contact with enemy skirmishers. 3. In melee the normal toss is 1 die per figure but for flank or rear attacks triple the total number of dice tossed by the attacked if they are Heavy. A unit attacked in flank or rear is disordered. A unit already in disorder that is attacked in melee, tosses morale as if routed into. 4. Elephants toss 6 dice per elephant--when attacking enemy cavalry, the cavalry are disordered. 5. Hits: Heavy (including elephants) on 6, Light or Medium (including as Skirmish) on 5 or 6, Skirmish on 4-6. If target is Cavalry supported by Medium Infantry, divide the melee dice (before tossing) into an equitable number against each target. If either unit routs, the other unit continues in the melee. 6. A unit that routs an opposing unit gets a post-melee bonus move of 4". It may use this movement to initiate another melee. 7. Besides functioning as other Medium Infantry, Barbarians may be organized into two special formations: Two or more units may form side by side in a "shield wall"; as long as a unit remains immobile, it counts as heavy. A barbarian unit may form a "wedge" as long as it is supported by another barbarian unit to its rear; a wedge counts all figures plus those of the supporting unit and has no flanks. MORALE 1. Unformed units do not check morale. 2. Formed units that are reduced to 3 figures (or elephants reduced to I ) are routed (removed). The rout path is away from the victorious unit towards the edge of the table. 3. Friendly formed units that are within 6" of the rout path must check morale: Subtract 3 from the die if the routing unit is elephants. Unit in:
Back to MWAN #90 Table of Contents Back to MWAN List of Issues Back to MagWeb Magazine List © Copyright 1997 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 |