Armati Experimental Rules


12. Heavy Cavalry in Depth

Heavy cavalry, cataphracts, men-at-arms, knights, and heavy camelry (but not elephants or chariots) may deploy with one section directly behind the other.

This ability increases maneuverability and shock impact at the expense of a combat penalty imposed under 7.8.

13. Pike Units Organized in Depth vs. Other-Armed Infantry

Infantry armed with pikes and deployed with one section directly behind the other receive a +1 to their frontal melee value when fighting against heavy infantry armed with any other weapon. This modification is only made when the unit armed with pikes is fighting exclusively to its front with its frontal value. It does not apply if the unit armed with pikes is fighting with its special value, its flank value, or is in contact with any hostile unit to its flank or rear.

This rule encourages pike units to use deeper formations and reflects the apparent advantage of organized pike units fighting against other armed units to its front in good terrain.

14. Formation Changes

All troop types permitted to form with one section beside or behind another (LC, HC, Cataphracts, HI, Knights, Men-at-arms, and Heavy Camelry) may change from one formation to the other.

14.1 Procedure for Formation Changes

Formation changes take an entire turn. No other movement is permitted to a unit that changes formation.

When changing from an in-depth formation (one section directly behind the other section) to a regular formation (one section beside the other section), the front section remains stationary and the rear section is placed to either the right or left of the front section. If the unit is part of a two- unit division, the rear section must be placed on the open flank.

When changing from a regular formation to an in-depth formation, one section remains stationary and the other placed directly behind the stationary section. If the unit is part of a two-unit division, then only flank sections may be moved in a change from regular to in-depth formation.

14.2 Formation Change Restrictions

14.21 Only divisions with one or two units may perform formation changes. Larger formations may not.

14.22 A formation change may not be used to split a division.

14.23 No formation changes are permitted if facing an unengaged, massed enemy unit (including LI) within the enemy unit's charge range (i.e. 15 inches for cavalry, 9 inches for warband, etc.). Distance is measured 'as the crow flies' without considering whether or not the enemy unit could actually reach the unit that desires to change formation and without deduction for wheels, delaying terrain, etc., or considering intervening units (i.e. LI within 9 inches prevents formation changes for HI in all terrain).

15. Winning the Game

When an army loses a number of key units equal to its breakpoint, the game is not automatically lost. Instead, reaching breakpoint causes breakpoint die rolls as follows:

15.1 When an army loses a key unit whose loss equals army breakpoint, the commander rolls a die. If it is a 6, the army breaks and the game is lost.

15.2 A new phase is added to the turn sequence. After the rally step, at the end of the turn, an army which reached breakpoint in that turn or an earlier turn, rolls a breakpoint check. The army breaks and loses the game on a roll of 6.

15.3 The loss of a general no longer counts as the loss of a key unit. Instead, the loss of a general requires an immediate breakpoint check with another breakpoint check at the end of each and every turn. If the roll is a 6, the army breaks and loses the game.

It is possible for an army not to lose a unit, but lose the game because of the loss of a general and a breakpoint roll of 6.

15.4 Each loss of a key unit in excess of the army's breakpoint number causes an additional immediate breakpoint roll and causes an additional breakpoint roll at the end of the turn.

For example, an army with a breakpoint number of four loses its fourth unit on turn six. It must make a breakpoint roll immediately on the loss of that unit and at the end of the turn. On turn seven, the army loses another key unit. It must make one breakpoint roll for the loss of the unit and two breakpoint rolls at the end of the turn--one for the fourth unit lost and one for the fifth unit lost.

15.5 When a 6 is rolled on the immediate test caused by the loss of a key unit or general, the army rolling a 6 has lost the game.

However, it is entirely possible that both armies will be required to make one or more breakpoint rolls during the breakpoint check phase at the end of the turn. If neither side rolls a 6 or both sides roll an equal number of 6s, play continues. If only one side rolls a 6 or rolls more 6s than the other side, the game ends.

16. Additional Abilities of the General

16.1 The general may attach to any unit of an uncontrolled division and take direct command of the division and all of its units. On the turn after the general attaches, the division will function in all respects as a controlled division. On the turn that the general detaches from a division, the division immediately reverts to an uncontrolled state (remember that generals are detached first in the turn sequence).

16.2 Once during the game, a general attached to a unit in melee may require that both sides reroll the dice used to resolve combat. The re-rolled result will be used to resolve the combat. If both generals are in the same combat, it is possible for the general not requesting the first re-roll to decide to use his re-roll option after seeing the revised result, requiring a third roll to resolve the combat.

17. Chariots and Massed Infantry

Camels may panic any massed infantry unit (HI, LI, Warband) in melee combat providing that a 5-6 is rolled by the chariot player for each contacted mass infantry unit. the roll is made only once on each unit's initial contact with chariots and prior to adjudicating melees.

A panicked unit loses its charge impetus against all opponents (see section 7.9 warband infantry). A panicked unit fights with its special FV against only the unit that caused the panic and with its normal FV against other units. The chariot unit uses its normal FV. If a panicked unit breaks the chariot unit, it is considered stable (unpanicked) at the end of the melee phase.