Charges and Retreats in AW/MW

Rules Procedures

By Terry Gore


This short article is to define the Charge and Retreat moves in Medieval Warfare and Ancient Warfare.

Charges

There are three types of Charges in the rules

  1. First is the normal 'Charge - This requires a Charge order marker to activate during the Charge Phase.

  • Charges must go at least 1/2 of the allowable charge distance rolled on the Movement Table.
  • If the unit is Irregular or is Trained with a general with it, it may attempt to go frenzied by rolling a d10 and trying to equal or surpass it's To Pass morale number. For Veterans, a roll of 3-10 (80%) will succeed, for Warriors, a roll of 4-10 (70%) will do it, for Poor, only a 60% chance.
  • Frenzied units will be required to charge any enemy that comes within the normal movement range of the frenzied unit.
  • Frenzied chargers must move their full charge allowance.
  • Foot units may only initiate a Charge order against mounted if the foot are within 1/2 of their normal movement range of the mounted unit.

  1. Automatic Charges - These charges do not require a Charge order to activate and are automatically triggered the beginning of the Charge Phase.

Some units automatically charge when they are within their normal movement range of an enemy unit. Units will do this if they are:

  • Frenzied, except foot do this only when within 1/2 of their normal movement range of mounted.
  • Fanatics, same as above.
  • Lance-armed non-SC (optional rule in MW, not in AW)

Note:

  • Fanatics are required to charge ALL enemy units if in normal movement range unless it is impossible to reach them (i.e. HC are not required to charge into Forest or dense terrain as they cannot go in more than one 1 base depth.
  • Fanatic mounted are required to charge LSp/Pike/Halberd armed foot.
  • Non-fanatic mounted (frenzied, but not fanatics) are not required to charge LSp/Pike/Halberds.

  1. Counter-Charges - These are in response to an enemy charge. The unit in question did not already possess a charge marker. They are allowed to counter-charge if they had Advance orders.

  • Counter-charges are not allowed to roll for frenzy.
  • Foot may not counter-charge mounted.

Retreats: Like charges, there are three types of Retreat.

1. Normal Retreat. These moves require a Retreat order marker to activate during the Charge Phase or the Tactical Movement Phase.

  • If a unit with a Retreat order is charged by an enemy, the retreating unit faces 180 degrees (or at an angle if charged by two enemy units from different directions) and does the retreat move, hoping to outrun the enemy chargers.
  • The Retreating unit must move at least 1/2 of it's allowable Retreat movement distance. The retreating unit determines how far it wishes to retreat before the attacker rolls for his attack movement distance.
  • If a unit with a Retreat order is advanced into by an enemy, do the same as above.
  • Otherwise, during the friendly initiative part of the Tactical Movement Phase, turn the unit 180 degrees and make a retreat move.
  • Skirmishers, both SI and SC, LCh and LCm are not disordered by retreating. This was part of their normal routine.
  • Other Irregular units are disordered by retreating.
  • Trained units moving more than 1/2 of their allowable retreat move are also disordered by retreating.

2. Automatic Retreats - Skirmishers, LCh and LCm may automatically retreat

if charged or advanced into by enemy units.

  • SI are required to retreat if charged/advanced into by non-SI units. If the unit in question has already moved and is advanced into, it normally may still retreat, but will become disordered for moving twice.

Note: The exceptions to this are Fire & Flee units which do not get to retreat further if contacted by the charging units they attempted to get to charge them!

  • As in normal Retreats, automatic retreating units must move at least 1/2 of their allowance determined before the enemy moves into them.

3. Morale Retreat Moves - These are the result of a failed morale test.

  • Units failing morale and forced to retreat must move their full retreat move.
  • Trained roll for distance moved just like Irregulars in morale based retreats.
  • All retreating units may drop back stands to avoid running into friends of delaying terrain.


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© Copyright 2002 by Terry Gore
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