Ancient Warfare

Rules

by Joe Burgess


The scene depicts the editor's non-combatant war elephant in a posed shot (to have appeared in Volume I Number 6.) Either from reading my own comments or those of someone else convinced that elephants are non-military, Mr. Burgess has given elephants a very bad time in these rules. Readers are advised to temper the elephant rules with a few modifications even to give the poor pachyderm his due.

Movement

HV INF 6 IN
LT INF 9 IN
HV CAV 12 IN
LT CAV 15 IN
CHARIOTS 15 IN
ELEPHANTS 9 IN

A. Movement up hill, through woods or over marshland = LT Troops at full distance, HV Troops at half distance
B.Swampland: LT INF only at half distance
C.Movement along a road to be extended by 3 inches.
D. Units may run at the double distance every other move, however, they may not engage in combat at the end of the move and missile armed units may not fire. Double moves not allowed over broken ground.
E. To cross a large fordable river, reduce movement 6 IN to cross a small fordable river, reduce movement 3 TN; units crossing rivers may not fire on that move. To go over hedges, walls or fences, reduce movement 3 TN.
F. War engines may be moved at the rate of 6 IN for HV and 8 IN for LT. If moved they may not fire that turn.

MISSILE FIRE RANGES

Ranges
RangeLongbow/SlingCrossbowJavalin PilumWar Engine
Light
War Engine
Heavy
Long 24 IN18 IN9 IN- 18 IN 24 IN
Medium 12 IN12 IN6 IN- 12 IN18 IN
Close 6 IN6 IN3 IN 3 IN 6 IN12 IN

METHOD OF FIRE

All Missile men fire in volleys of 3 Fig., one die is cast per group. Hits are computed as follows:

    Long Range deduct 3 from each die score
    Medium deduct 2
    Close deduct 1

Individual Figures not in a volley group will fire as below:

    Long Range must roll a 6 to hit
    Medium must roll a 5/6
    Close must roll a 4/5/6

The number of points thus added up will equal the hits.
The angle of fire for a unit will be 45 degrees of its front.

War Engine fire is as follows:

    Long range must roll. a 6 to hit
    Medium must roll a 5/6
    Close must roll a 4/5/6

Lt ENG to reduce TGT by 2 pts, HV to reduce TGT by 3 pts
A War Engine if hit by a heavier engine is destroyed, if hit by one of the same size it will be out of action for 2 turns and if hit by a smaller size, it will be out of action one turn. Angle of fire is 15 degrees.

Troops behind hedges, walls or fences will have 1 additional PT removed from the die. Troop in buildings will have 2 pts removed from the die and troops in woods will have their hits reduced by half.
B. Only the troops in the first two ranks may fire. Missile armed troops may fire over their own troops in indirect fire, however, they must be at least 3 IN in their rear.
C. Mounted bowmen may move, fire and move again up to a distance of their maximum. The troops fired upon may return this fire even if the mounted bowmen roved out of range during this movement. mounted bowmen add an additional 1 point to the reduction in their die score, If the firing is done while moving.

DECIDING CASUALTIES

Roll 1 die per 5 hits (1 or 2-down 3 or 4-up) to survive you must roll:

    Unarmored INF - 6
    Unarmored CAV - 6
    Partial Armor INF 5/6
    Mailed CAV 5/6
    Full Armor INF 4/5/6
    Armored CAV 4/5/6

    Casualties from Pilum or Crossbow at close range must roll a 6 however clad to survive.

C. HAND TO HAND COMBAT

1. Fighting takes place between the first two ranks value of Figs.

    Unarmored INF 1
    Unarmored CAV 2
    Partial Armor INF 2
    Mailed CAV 5
    Fully Armored INF 3
    Armored CAV 8

One die per 5 PTS is rolled. The attacking unit, if it has not moved its full distance to close adds 1 PT to the die score for Impetus bonus.
The unit with the highest total score wins the MELEE.
The defeated unit is reduced in POINTS by an amount equal to the difference in the scores. The winner is reduced in points by half this amount. There will always be a minimum loss of 1 figure regardless of the point values.

A. Troops charging downhill. will add 1 PT to their roll for Impetus
B. Troops behind hedges, walls or fences will add 1 PT to their roll to increase their morale. Troops in buildings will add 2 PTS to their roll.
C. To decide casualties, roll 1 die. Starting with the fig. on the left of a units first rank count off until that number is reached. Remove this figure. Continue this way until all casualties are removed.
D. After the initial melee if outnumbered by 2:1 or similar troops or 3:1 LTVs HV or 4:1 INF VS CAV the smaller must roll for rorale 1 - Whole unit is cut down 5/6 will save captives 2 - 1Jnit is routed 4/5/6 will save captives 3/4= if unable to move to supporting troop surrenders 5/6- Continue to fight

II. Units attacking point out their line of advance and move at the proper distance: The receiving unit, if it did not move during its turn may elect to fire at the oncoming attacker and move to safety or hold until close range, fire, and receive the shocl~. Tf the receiving unit moved during its turn it is fixed in place. If the receiving unit falls away then attacker continues his advance, occupies that space and on the following turn receives a bonus of 1 PT per volley group.

A.Reinforcing a melee is allowed. These units will receive any applicable impetus bonus If they arrive in tire for the initial contact.
B. After the initial shock, units withdrawing from a melee other than units effected by the outnumbered rule, will roll for results 1/2 Routed, fall back one double move, back to enemy 3/4 Routed, fall back one double move, facing enemy 5/6 Fall back in good order regular move, facing enemy
C. If a routed unit is followed by the victor then the victor tries to capture the standard of the fleeing enemy. A roll of 1 or 6 will take the prize, loss of standard equals "shaken".
D.If a unit loses its officer during the melee it must roll for morale to see if they continue the fight. This does not apply to units forced to withdraw under the outnumbered rule.

    1/2 Stand and fight
    3/4 Half stays and fights. Half falls back 1 move facing front
    5/6 Unit withdraws 1 move facing front.

III. MORALE

PRECONTACT

If a unit is reduced to half strength
If a unit on the immediate flank gives wav
If the officer and standard are killed roll 1/2 equals shaken
If shaken roll

    5/6 the unit rallies
    4 3/4's of the unit runs 1 move
    3 1/2 of the unit runs I move
    2 The unit runs 1 move and faces front
    1 The unit runs 1 move

POST CONTACT

After two rounds of melee, unless outnumbered, each unit rolls 1 die. Both units follow results:

    5/6 Stays and fights
    3/4 Fall back 1 move and face front
    1/2 Fall back 1 move, back to enemy

ATTEMPT TO RALLY

    1st Attempt -
      4/5/6 Rallies, Remain In position, face front
      1/2/3 Continue to move to the rear

    2nd Attempt - 5/6 Rallies
    3rd Attempt - 6 Rallies

A staff officer may be assigned to a unit and his presence will add 1 PT to the die roll i.e., 6 becomes 5/6, 5/6 becomes 4/5/6. The staff officer must remain with that unit.
If the C.I.C. is killed/captured every unit must roll for morale. INF in three ranks add 1 to morale throw, guards add 1 and never rout.

IV. SPECIAL CONDITIONS

FLANK ATTACK

The unit attacked rolls one die

    5/6 Fights as normal
    4 1/2 fights 1/2 runs 1 move
    3 Whole unit runs 1 move
    2 Whole unit surrenders
    1 Whole unit cut down (5/6 survives for capture)

REAR ATTACK

The unit attacked rolls one die

    6 Whole unit turns and fights
    4/5 1/2 turns and fights 1/2 runs 1 move
    2/3 Whole unit surrenders
    1 Whole unit cut down (5/6 survives for capture)

VALUE OF DEFENCES

    Walls 6 PTS
    Small Building 12 PTS
    Medium 18 PTS
    Large 24 PTS
    Small Bastion 30 PTS
    Medium 36 PTS
    Large 40 PTS
    Fortified Section 60 PTS

Defences may be reduced by war engines. When they have lost 1/2 their original value they lose their defensive factor along the effected face.

Fire arrows may be used to burn engines. Roll 1 die for each volley group. A 6 will cause a blaze; will continue until a 6 stops it.

Lt. Engines destroyed in 3 turns
HV Engine in 5 turns,
building 1 move per 6 PTS of value

D. CHARIOTS & CAVALRY

1. Chariots vs formed infantry in two or more ranks must roll a 4/5/6 to charge home (1 die per chariot) if the charge does not go home 1/2/3 swerve right, 4/5/6 swerve left, the attacked unit must roll a 3/4/5/6 to stand 1/2 the unit moves to the rear 1 move, back toward chariot. If the unit is broken, roll a 4/5/6 to save each fig. If the unit stands the chariot will fight adjacent groups, 1 die per 5 pts and 1 die per chariot high score wins. If the TNF is defeated they lose 1 fig. If the Chariot is defeated they lose the combatant.

2. Chariots vs Cavalry Each chariot will fight two CAV figs. Roll 1 die per 5 pts of CAV and 1 die for the chariot high score wins, results sim to formed INF.

3. Chariots vs Chariots Even match, 1 die per chariot, high score wins.

4.Cavalry may not enter woods and move uphill with a reduction of 3TN distance. LT CAV may jump hedges and fences.

5.Cavalry Attacking Spearmen in double rank roll 4/5/6 to charge home, triple line 5/6 on deeper 6. If they fall to charge home 1/2/3 swerve-right, 4/5/6 swerve left.

E. ELEPHANTS

1. If INF in 3 ranks or deeper elephant must roll a 1/6 to attack
In INF in 2 ranks a roll of 1/3/6
In INF in 1 rank or out of formation no roll is needed
After the attack is started

    1/2 Attack goes home
    3 Swerve Right
    4-Swerve Left
    5 Stops Mid way
    6 Goes back in stampede

2. Should the elephant stampede he goes to the rear. If he hits a unit in their flank or rear they are routed roll a 4/5/6 for survivors of effected volley group. If he hits a formed unit headon, 1/2 swerve right, 3/4 swerves left, 5/ goes home. Roll as above.

3. In order for INF to stand and fig

    In 4 ranks roll 3/4/
    in 3 ranks roll 4/5/6
    in 2 or 1 roll 5/6If a unit does not stand it goes back 1 move with back to elephant. If the INF fights roll 1 die per volley group, 5/6 kills elephant, with loss of 1 fig. If Elephant survives roll, 1 die and remove 1 fig. for each PT.

4. Elephant vs Elephant will be an even throw, 1 die per unit.

    1 Elephant killed
    2 Driver Killed (stampede)
    3 One combatant killed
    4 Two combatants killed
    5 All combatants killed
    6 Wounded

Note - 3 wounds will kill the Elephant.

5. Elephants vs Cavalry If CAV is not normally stabled with elephants they must roll 4/5/6 to stand 1/2/3 they will fall back in order out of reach. If CAV stands they must attack a 4:1 headon, roll 1 die per side high point wins. If CAV loses roll 1/3/6 to survive fall back in rout. If elephant loses, 1/2 Elephant killed 3 Combatant killed 4 Driver killed 5 Elephant wounded 6 Stampeded

6. Missile Fire an Elephants from Engines.

    LT:
    1/2 Elephant wounded
    3/4 Personal killed
    5 Elephant killed
    6 Stampeded

HV:
1/2/3 Elephant/personel killed
4 Elephant killed
5 Personal killed
6 Stampeded

From Hand Weapons

    1 Combatant killed
    2 Driver killed
    3 Elephant wounded
    4 Elephant killed
    5 Elephant stops
    6 Stampeded

7. Elephants vs chariots: 1 die per unit, high point wins Use Elephant Vs Cavalry combat chart.


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© Copyright 1970 by Pat Condray
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