Ancient Wargame

Rules

by James Hinds


The protection factor for troops under these rules as well as the limitations on their movement are based on the amount of armor the soldiers have. Troops in the first class are completely protected, have shields, helmets and are fully covered by mail. Such troops were very rare in ancient times, although a few units did exist. (The Persian and later Roman Clibanari, for example.) More troops would fall into the second class (helmet, cuirass, shield and sometimes greaves), Troops of the third class have helmets and shields or helmets and mail shirts, and those of the fourth class may have helmets and sometimes small targets.

Each unit under these rules is presumed to take up a hexagonal area about six inches across, even if no such figures are actually drawn on the board.Thus each clear terrain hexagon would provide space for a Macedonian merarchia, chiliarchia or Roman cohort in normal formation.* A rough terrain hexagon could hold the same number of Romans but only half as many Macedonians.** In some formations, the front might extend through several hexagons but have no depth, or a long column might extend back into a second hexagon. Combat, however, can take place only between or among units on adjacent areas. If the tail of a column or end of a line is more than six inches away from the point of contact, the troops beyond the limit cannot take part even if they belong to the unit engaged. Nevertheless, such portions of a unit would be bound by the result of the combat.

* The Macedonians would have four bases on the hexagon and the Romans six or so.
** This limitation would not apply to peltasts, etc.

1 . Any rules not covered here are as in The Wargame (Le Kriegspiel).

2. MOVEMENT

The move begins when each player throws a die. The highest scorer moves first on the flank of his choice. All troops may be moved during each turn. On the second move the player who moved last the first move moves first. Thereafter the players alternate. The basic movement factors are: Heavy Infantry (1st class), 3 units Medium Infantry (2d & 3d class), 4 units Light Infantry (4th class), 6 units Heavy Cavalry (1st & 2d class), 7 units Light Cavalry (3d & 4th class), 8 units.

When moving by road columns all arms add a unit to their move. When moving up hill, through woods or over marsh land light troops move their full distance, medium troops loose a unit, heavy troops loose a unit, but do not go into swamps at all. Dense forests (so declared before the start of the game) are also off limits to heavy or pike equipped medium troops.

Rivers and streams may always be crossed at bridges and fords with no delay. Unless a stream is specifically agreed to be uncrossable, troops may ford or swim it with a delay of one move. Small walls, fences, hedges and other small obstacles impose no movement delay, but cannot be crossed by heavy cavalry.

Heavy cavalry can charge home 9 units, but may use no more than one charge in three moves, Other charges are: light cavalry 10, light infantry 7, medium infantry 5, heavy infantry 4. The same limitations apply to heavy infantry charges as for heavy cavalry. All others must wait one turn before attacking fresh enemy troops. All units must close with the enemy during their charge turn, and none may change formation during the move. Archers and slingers; move only 3/4 of their regular allowed move when throwing missles.

Certain movements may have an adverse effect on a unit's combat value. This will be discussed later.

The second move of flight (after the beaten unit has turned around) is the same as the charge move. However, by throwing away their shields and pikes heavy and medium infantry may go 6 units, but are non combatant for the rest of the game.

Also see THE MELEE and RETREAT & PURSUIT for the special movement benefits of certain formations and for movement after combat. Changes of direction: Any tactical unit turning at right angles to its original facing at the start of the move will loose 1/2 of its basic movement factor. A move to the rear costs 1/2 the basic movement factor. In no case, however, will a tactical unit move less than one full distance unit a turn due to a change in direction. Heavy cavalry cannot execute a charge at a greater angle from its original facing than 45 degrees. Note table below:

Unit90 turnRetreat
Heavy Infantry2 units1 1/2 units
Medium Infantry3 units2 units
Light Infantry4 units3 units
Heavy Cavalry4 units3 units
Light Cavalry5 units4 units

3. MISSLE THROWS

After both sides have moved they cast missles. All troops (including the casualties of the same turn) that are equipped to cast missles may do so. The player who moved last casts first. Long range is 20 units (18 for mounted archers) short range 6 units. Only bowmen and slingers have a long range cast. Throws are either direct or indirect, depending on whether the cast is unobstructed or over the heads of friendly troops. Each base casts once a move.* The player throws a die and checks the results table.

Long Rangehitconfirm
Against 1st class65/6
Against 2nd class65/6
Against 3d class64/5 or 6
Against 4th class6none needed

* In order to cast the base must have one half or more of its original strength. Short range casts are indicated in the tables below:

Short range casts are indicated in the tables below:

Heavy Archers Casts (with the oriental bow)

    Against 1st class: 4 dismounts, 5 or 6
    Against 2d class: 4 (confirm 6), 5, 6
    Against 3d class: 4 (confirm 5/6), 5,6
    Against 4th class: 4,5,6

Roman Pilum Throws (at 5 units and under)

    Against all troops: 4, 5 or 6

Other Missile Casts

    Against 1st class: 5,6
    Against 2d class: 5,6
    Against 3d class: 5,6
    Against 4th class: 4,5,6

Indirect casts are restricted to ranges of less than 18 distance units, against enemy forces no closer than two distance units from contact with friendly units. Against troops of the first class only a 6 confirmed by a 6 counts, against all others a 5 or 6 confirms the hit. The same distance restrictions on the types of weapons thrown in direct casts also applies here.

Tactical units equipped for throwing at short range only are allowed to cast three times in a battle unless 1) throwing is their sole function or 2) they are withdrawn behind friendly forces for a resupply.

4. THE MELEE

All hand to hand battles take place between entire tactical units except as noted. Combat between opposing units lasts three moves or less. Each player throws 2 dice and multiplies the resulting figure times the point value of the troops (given below). The highest scorer wins. Players then throw for difference in dice and the looser deducts 1/2 the difference between the rolls from his unit. However, if a player ends up with a half point in his losses he deducts a whole figure. At the end of the third roll the side which lost two or more times must retreat.

Light archers and slingers that are unsupported by heavier troops (not touching the bases of friendly heavy, medium or light troops) loose one man and retreat on the same turn as soon as they are struck by the heavier troops. Otherwise, their point value is added in figuring the strength of their side.

The point value of figures of the diffierent classes is shown in the following table:

    Heavy Infantry : 2 points, officers 3
    Medium Infantry: 2 points, officers 3
    Light Infantry : 1 point, officers 3
    Slingers, L. Archers : 1/2 point, officers 3
    Heavy Cavalry : 5 or 3.5
    Light Cavalry: 3

Certain adjustments must also be made to the point strength of units. Infantry with pole arms add 3 points per base (4 if Macedonian equipped) in frontal combat if advancing in close order over level or gently sloping ground or standing. Troops attacking the flanks of an enemy line (or spearmen engaged to the front) add 3 points per base, those attacking the rear, 4 points. Infantry charging adds one point per tactical unit as an impetus bonus, those defending small obstacles are allowed one point per unit.

Gauls with their native equipment are rated as medium infantry for the first move of their combat, and as light infantry thereafter. But they always move as light. Their courage was great but fleeting and their soft iron sword blades quickly lost their edge.

The special benefits of certain formations should also be considered. Troops posted in circle or square formation cannot be attacked from the flanks or rear (They have neither). They move as heavy infantry. The Testudo is basically a roofed over column, the roof of which is made up of shields. It is proof against all missles at long range, and only the pilum or oriental bow will penetrate it at short distance, and then at 6 only.*

* Not considering missile engines of course.

However, no missiles can be cast from the formation and movement is reduced to one unit per turn. Marching columns with the units strung out on roads are non combat formations and are automatically broken on the same turn if attacked but they do gain a one distance unit road movement bonus.

Normally infantry cannot attack cavalry, however, they may come to the assistance of other units engaged with them and force the cavalry to retreat (which it has the option to do) or to fight both units.

A player may designate the retreat of a given tactical unit on the previous move, and, in this case the unit must be shifted before any new movement takes place.

4. RETREAT & PURSUIT

All troops with less than 1/2 of their strength remaining must leave the field starting on the first turn following their last move of the melee, or the move in which they went under the limit.

Units forced to retreat may rally (if over 1/2 strength) one move after pursuit has ended. The player must roll a 4, 5 or 6 to do so. On the second turn he must roll a 2, 3, 4, 5 or 6 to rally. Thereafter the rally is automatic.

Pursuing units must either have a beaten unit under constant fire or else equal half its strength in order to prevent a rally. All pursuing units except for light cavalry must stop and regroup after two pursuit moves.* Pursuit through an unengaged force is not allowed, unless the force is incapable of melee combat, or is in disorder.

* Pursuing troops engaged by fresh forces fight at 314 of normal value and loose the impetus bonus and their weapons bonus.

If a fleeing unit is forced into a second unit, both units are thrown into disorder. However, if there is a lane of the same width as the bases of the retreating unit, and within its reach, then it may withdraw without causing disorder.

If broken troops or troops in disorder are attacked victory goes automatically to the attacker in the same turn, and casualties are figured the same way as in other combat.

The victor has the option to occupy the space on which the vanquished stood, at the close of the last turn of combat, if he chooses.

6. SPECIAL RULES

Elephants, chariots, camels and sieges are governed by special rules. Other special rules may be introduced with the consent of all players concerned.


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© Copyright 1970 by Pat Condray
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