AW and MW

New Advanced Optional Rules

by Terry Gore


Ambush Charge Orders

Normally, ambushing units need orders to attack, unless they are warbands or fanatics. These troops are required to charge the first thing that comes within visible range of them. Other ambushing units are subject to needing orders just like any other unit. This rule alleviates that problem for the initial turn of ambush.

  • Units in ambush may be issued what we call an Ambush Charge Order.
  • The number of units that may receive Ambush Charge Orders is equal to the number of orders the army CiC may issue per turn.
  • This order stays with the unit until activated. It is then removed.
  • After that, the ambusher is no longer 'hidden' and requires new orders as with any other unit.
  • You will need to issue a 'new' order to the ambushing unit if you want it to do something other than charge.

Scouting and Intelligence Gathering

Generals often utilized their mounted arm as well as their skirmish and loose order foot to range ahead of the main army in order to locate their enemy and find a suitable battlefield.

In AW and MW, we use the following rule to replicate this.

  • Before selecting terrain, each player figures out his number of Scouting points. This is determined as follows:

Count up the number of Scouting Points according to the following:

    1. For each stand of Skirmish Cavalry or ships: 2 points.
    2. For each stand of LCh U, LA or H loose order mounted: 1 point.
    3. For each stand of other mounted, Ch, loose order foot, or SI: 1/2 point.
  • Both sides add up their total of Scouting points and compare them.
  • If having at least 10 scouting points more than the enemy, the higher total may do one of the following.
  • If having at least 20 more and twice as many scouting points as your opponent you may do two.

1. Add an extra 2" for Small/Medium or 4" for Large Bases to your set-on allowance from your baseline. You have pushed the enemy before you. This is based on the maxim that an army with better intelligence gathering will be able to 'pin' the opponent allowing a more liberal army set up. We assume that your scouts and skirmishers have established a forward perimeter and the rest of your army has taken advantage of this.

2. Deduct -1 from each Flank March Arrival die roll. Your troops know where the enemy army is and are converging on his position. This enables horse archer armies to have more reliable off-board flank marches to encircle their enemies.

3. Add +1 to each of your own Ambush Attrition die rolls. It is easier to set up a successful Ambush when you have outscouted your enemy. This allows that you have an easier time setting up your own ambushes, out of sight of prying eyes as you have pushed the enemy before you.

4. Upon demand, the enemy must reveal his most forward ambush before the battle. This in effect allows for your scouts detecting the enemy unit laying in wait and reporting it to your CiC. This does not prohibit, but certainly makes it more difficult for an out-scouted army to set up a series of ambushes. Let's face it, with plenty of scouts keeping their eye on you, how easy is it to successfully pull off ambushes, especially one nearest the enemy? Granted, it can still be done, but at a somewhat lesser chance of success.

5. Place one of your terrain picks anywhere you wish on your own side of the table without having to roll for placement. You have scouted the land and picked a favorable position from which to give battle. Finally, the scouting army will strive to find a battlefield with 'good ground'. This may seem to fly in the face of certain situations where hopelessly immobile forces sat at home and waited to be attacked. But even then, the more intelligent leaders would find some point of reference on the field of battle from which to form their battlelines. Even if only a single low hill.


Back to Saga #78 Table of Contents
Back to Saga List of Issues
Back to MagWeb Master Magazine List
© Copyright 2001 by Terry Gore
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