Design: Steve Phenow & Tim Keennon
Figure Scale: 1/30 Athenians (Xenophon, son of Euripides)
Troop Notes: Javelin Rang 8" @ Strength of thrower; No penalty for long range nor for moving and shooting Leader Unit gains +1 A Musician: If Combat Result is tied, unit rolls D6 and adds to Combat Result, with higher net result winning by 1 Phalanx: May split Phalanx into two taxis (17 figs each), While unit has at least 16 models and a +1 rank bonus, the following rules apply:
Skirmish: No movement penalty over obstacles or difficult ground; Move at double-pace all the time; Enemy -I to-hit with missile fire; Friendly units in ranks ignore Panic due to skirmished units; May open ranks to allow scythed chariots to pass through on frontal charge if Ld test is made; Only hit by an elephant on a to-hit roll of 6+. Thrusting Spear Infantry may fight in 2 ranks if no movement; Cavalry gain + I S on charge. Total Army Cost: 1100.0 Pts. Army Notes: Army may not possess any unit standard or Army Standard Bearer. Instead, roll 1D6 per 1000 points of army size. This total represents to total number of points that can be added to combat results (maximum of +2 per roll) or used to re-roll a failed Leadership test. Each point may be used once for either of these purposes. Chalcidian Alliance
Troop Notes: Chalcidian Peltasts fought in the phalanx. They have a spear, no javelins. Kursis Peltasts are attached to the cavalry. Javelin Range 8" @ Strength of thrower; No penalty for long range nor for moving and shooting Leader Unit gains +1 A Light Troops: May Skirmish; Maximum rank bonus of +2 in rank formation. Musician: If Combat Result is tied, unit rolls D6 and adds to Combat Result, with higher net result winning by 1. Phalanx: May split Phalanx into two taxis (17 figs each), While unit has at least 16 models and a +1 rank bonus, the following rules apply:
Skirmish: No movement penalty over obstacles or difficult ground; Move at double-pace all the time; Enemy -I to-hit with missile fire; Friendly units in ranks ignore Panic due to skirmished units; May open ranks to allow scythed chariots to pass through on frontal charge if Ld test is made; Only hit by an elephant on a to-hit roll of 6+. Thrusting Spear Infantry may fight in 2 ranks if no movement; Cavalry gain +IS on charge. Total Army Cost: 991.0 Pts. Army Notes: Army may not possess any unit standard or Army Standard Bearer. Instead, roll 1D6 per 1000 points of army size. This total represents to total number of points that can be added to combat results (maximum of +2 per roll) or used to re-roll a failed Leadership test. Each point may be used once for either of these purposes. DeploymentEach army alternates deploying one unit at a time. They may not deploy any closer than 24" to each other and no closer than 12" from the table edge. Once all deployment is complete all skirmishers may be moved 4" further onto the table. The walls of Spartolos are at the table edge right side, behind the alliance deployment. The walls stretch 8" across the table edge. This is the only mandatary piece of terrain so placed. (SEE BELOW) Terrain (Scenery)Suggest role a D6, high scorer going first. Players alternate rolling 2d6 and consulting the WAB "Scenery Generator Table". They place scenery on their own half of the table (hills may straddle the center line). When a player passes, he is done. His opponent places one more piece of scenery, then he is done as well. The scenery available on the "Scenery Generator Table" and score necessary are: Deep River or Lake (2), Shallow River or Stream (3), Difficult Ground (4), Steep Hill (5), Woods (6), Hill or Woods (7), Hill (8), Walls/Hedges or Fencing (9), Farmhouse or Watch Tower (10), Village or Small Settlement (11), Very Difficult Ground (12). Given the bell curve of 2136 results, the most common scenery will be Hills, Woods or Walls & Fences. Hedges may be used. Walls and fences may not. Small settlements may not be used as well. Reroll result. VictoryBattle lasts 5 turns. Victory Conditions: At the end of the 5th turn add up points as follows:
2. Each full table quarter wholly occupied by your own side - 100 Victory Points. 3. Enemy General (Phalanx commanders), slain, fleeing or having fled the table - 100 Victory Points in addition to any points earned in #1 above. Back to Strategikon Vol. 1 No. 4 Table of Contents Back to Strategikon List of Issues Back to MagWeb Master Magazine List © Copyright 2001 by NMPI 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 |