Fast Play Convention Rules
for Macedonian Successors

by Jon Laughlin

Back in October 1997 at the Hurricon Convention in Tampa, Florida, I ran a Macedonian Successors battle. This was the best run, smoothest flowing convention game I ever ran. The rules were simple. and all the rules were on index cards. I had one set of phase cards that I used to keep tract of what phase the game was in. I also provided each side with a set of cards with the rules for each troop type on its own special card.

Phase Cards

I. Charge Phase

    Charges 1 1/2 x Mv. (movement)
    Units may pivot and charge
    Lt cav & psiloi may move, shoot and flee charge Mv.
    Cavalry and phalangites get no extra Mv. or bonuses charging in rough terrain
    Units can be put on hold to charge anybody who get in regular Mv. range

II. Maneuver Phase

    Column Mv x 2: on road x 3
    Mountain Mv x 1/2
    Cavalry Mv. x 1/2 in rough -- no charges in rough
    Units may change formation and move (any order)
    Units that get in shooting or regular Mv. range may be attacked, may be shot at, or charged by units on hold
    Maneuvering units may not get closer than 2" to a foe
    Routing units flee at charge Mv.

III Shooting Phase

    Artillery can shoot in this phase only
    All other missile troops that have not fired may shoot now or wait for the march phase
    Missile ranges: javelin 6", bow & sling 12" (6" in woods), 3 crew balista 24". 4 crew catapult 12-36", 6 crew siege balista 24-48" (Artillery cannot shoot into woods)

IV Melee Phase

    Units in melee fight
    Front ranks fight in melee (Id6 rolled for each man on the first rank)

V Rally Phase
Units that took casualties take morale rests
Routing units attempt to rally. If they fail they are removed.

    Unit LossesMinimum Roll
    1/42+
    1/24+
    3/46

VI. March Phase

    Units in column may move
    Units in column have rear armor class if anacked
    Units that get in shooting or move range of units on hold may be attacked
    Units that fail morale tests flee charge Mv.

Troop Cards

(AC.F/R = armor class front/rear)

I. Phalanx

    AC.F/R Mv.
    Phalangites I 5/4 6"
    Phalangites II 4/3 6"
    All kills x 2 on charge
    Thereafter, deeper unit gets + I kill per turn
    4 kills per turn vs psiloi, peltasts, and light cav unicss under 1/2 strength or in rough
    Divide phalangites into right, center, and leR divisions
    Take morale tests for entire divisions

II. Peltasts

    AC.F/R Mv.
    Type I: 5/4 6"
    Type II: 4/3 6"
    In rough terrain: 2 x kills on charge, +I kill per turn after
    Thracians armed with romphila ga +I kill per turn
    First rank shoots javelins, kill 5+, 6" range
    No Mv. penalties in rough terrain

III Psilui

    AC.F/R Mv.
    Psiloi 3/3 6"
    Melee in rough terrain only
    In open terrain will flee if charged
    Shoot 2 ranks deep. Kill 5+. javelin range 6", bow or sling range 12" (6" in woods)

IV. Gauls

    AC.F/R Mv.
    Gauls 4/3 6"
    All kills x 2 on charge
    +1 kill per turn afterwards

V. Cavalry

    AC.F/R Mv.
    Heavy cavalry 5/5 9"
    Light cavalry 4/4 12"
    Heavy cavaby & lance armed Light cavalry get 2 x kills on charge
    All cavalry gd +1 kill per turn vs infantry in melee. except in rough terrain
    No combat or charge bonus in rough terrain
    Light cavalry shoot 2 ranks deep. Kill 5+. 6" range with javelins, 12" range with bow (6"in woods)

VI. Elephant

    AC.F/R Mv.
    Elephant 6/6 9"
    4 kills per turn in melee
    If elephant fails morale test it goes berserk. Roll for random direction for its charge
    Cavatry will stay 9" away and will flee if charged
    4 wounds per elephant before killed

VII. Scythed Chariots

    AC.F/R Mv.
    Scythed chariots 6/6 12"
    4 wounds per chariot before killed
    1d6 kills on contact with enemy
    Abandoned after contact with enemy

VIII. Siege Engines

    AC.F/R Mv.
    crewed 3/33" for 3 crew balista only
    limbered 9"
    Kills 4+. one shot per crewman
    3 crew balista range 0-24"
    4 crew catapult range 12-36"
    6 crew siege balista range 24-48". Placed at start of battle. cannot be moved at all
    Crews have no melee ability. Runs if attacked.
    May shoot over units under minimum shot range

Notes:

    On all troop types I use standard WRG basing
    Phalanxes start the game 4 ranks deep
    Hoplites count as phalanx but start the game 2 ranks deep if used
    In melee, the first rank fights
    In battle, each phalanx division fights as a single unit

I find it easiest to design rules for the specific game I am running by writing the rules on cards as I did for my Macedonian Successors battle. New players have no trouble picking up the rules and playing out the game. I have done this many times with my local wargaming group, and have had an enjoyable, satisfying game every time. I like to design the rules for the game that I am planning to run. It works best that way.


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© Copyright 1998 Hal Thinglum
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