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Ancient Warrior Battles

V1.7
8.4 Post combat conforming .................... 16
Ancient Warrior 8.5 Echelon units (defence in depth) ....... 16
8.6 Camps ................................................ 16
Battles 8.7 Scythed Chariots (untested)............... 16
Version 1.7 FINAL 8.8 Artillery (untested)............................. 16
Shaun Travers 8.9 War Wagons (untested) ..................... 17
September 2012 8.10 Crossbow, Longbow, Handguns
© Copyright Shaun Travers 2012 (untested)......................................................... 17
9 Recommended optional rules ..................... 17
Table of Contents 9.1 Stricter group rules ............................ 17
1 Introduction................................................... 1 9.2 Stop on breakpoint............................. 17
1.1 Scale..................................................... 1 9.3 More impetuosity............................... 17
1.2 Equipment ............................................ 2 9.4 Foot generals...................................... 17
2 Units.............................................................. 2 9.5 SI and LI in Mounted support............ 17
2.1 Describing a unit .................................. 2 9.6 Units returning from off board .......... 18
2.2 Point cost.............................................. 3 10 Example Units ............................................ 19
2.3 Dismounting units ................................ 4 11 Example of Play ......................................... 20
2.4 Unit status ............................................ 4 12 Army Deployment and Tactics................... 23
2.5 Army characteristics............................. 4 12.1 Process ............................................... 23
3 Set Up ........................................................... 4 12.2 Army Type......................................... 23
3.1 Board size............................................. 4 12.3 Tactic selection .................................. 23
3.2 General command ability ..................... 4 12.4 Tactic Description.............................. 23
3.3 Attacker/defender................................. 4 13 Designer Notes ........................................... 25
3.4 Terrain.................................................. 5
3.5 Army Setup .......................................... 6
3.6 Army breakpoint .................................. 6
3.7 Army morale test.................................. 6
1 Introduction
3.8 Victory ................................................. 6 These rules are based on my own fast ancient
4 Sequence of play........................................... 6 battles (derived from Bill Bank’s Ancients) but
4.1 Group action responses ........................ 6 influenced by Justified Ancients and to some
4.2 Left to Right clarification..................... 7 extent by Rally Round the King as troops
4.3 Tests, commands and actions............... 7 automatically react to some enemy actions. The
5 Move commands........................................... 7 aim is for a fast (30-40 minutes) satisfying solo-
5.1 General’s command ability .................. 7 friendly game on a 2’x2’ board with 15mm figures.
5.2 Issuing Move Commands..................... 7 The latest version may be found online at
5.3 Move .................................................... 8 http://shaun-wargaming-
5.4 Complex move ..................................... 9 minis.blogspot.com.au/p/ancient-warrior-
5.5 Reform ................................................. 9 battles.html
5.6 Charging............................................... 9
5.7 Pursuit ................................................ 10 1.1 Scale
5.8 Movement Rates ................................ 10
5.9 Terrain effects on movement ............. 10 1.1.1 Turn Length
5.10 Proximity Zone .................................. 10 One turn is approximately 15-30 minutes. One unit
5.11 The General........................................ 10 is 400-1500 soldiers.
5.12 Moving off the board ......................... 11
6 Action Tests ................................................ 11 1.1.2 Base size
6.1 Involuntary actions............................. 11
6.2 Army Morale Test .............................. 12 Designed to play with 15mm figures and the
6.3 Proximity Zone Test........................... 12 following base sizes:
6.4 Charged Test ...................................... 13
7 Firing........................................................... 13 Base Width Depth
7.1 Firing Process..................................... 13 Infantry 40mm 20mm
7.2 Fired-on Test ...................................... 13 Cavalry 40mm 30mm
8 Close Combat.............................................. 14 Elephants, Chariots, Camps 40mm 40mm
8.1 When to do close combat ................... 14
8.2 Process ............................................... 14 Depth is not too important and variations do not
8.3 Close Combat Test ............................. 15 significantly influence the game. Width is

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important; if each side is using the same width then Knights (KN): Similar to Cataphracts - heavily
it is fine to differ from 40mm. armoured close order cavalry – but are generally
A base is a unit is an element. faster moving and rasher.
Usually, units defined as Close Order units have Heavy Cavalry (HC): Loose order cavalry that
four figures to a base, Loose Order three, charge at the enemy to engage in close combat.
Skirmishers two, elephants and chariots one. Each May also be armed with a bow but primarily
side's general is represented by an individual trained in melee.
figure. Light Cavalry (LC): Cavalry designed to skirmish
with the enemy but can close in to close combat
1.1.3 Ranges with suitable enemies. They are usually armed with
Measurement is in centimetres and all distances spears or javelins but may also be bows (horse
but wheeling is proportional to the base width. The archers).
rules assume all base widths are 4cm. If using Heavy Chariots (HCH): Loose order chariots that
larger or smaller base widths, proportionally alter used more than two horses and a decent chariot
the measurements. For example, if using 6cm base frame, relying usually on shock of impact to defeat
widths treat each cm in the rules as 1.5cm. lighter chariots and infantry.
Light Chariots (LCH): Chariots carrying up to
three soldiers and usually with two horses. Their
1.2 Equipment role is to skirmish with the enemy using missile
Two D6 – one for each side, a tape measure or fire.
ruler with increments of 4cm and markers for Elephants (ELE): Elephants with a fighting crew
disorder and depletion. And figures. either riding, or mounted on a riding platform. The
default classification is loose order with medium
2 Units armour.
Camels (CAM): Similar to cavalry but do not get
2.1 Describing a unit a charge bonus against infantry. In tactical use
camels are more effective against horse troops
Units are described by a number of attributes: since camels tended to scare non camel-proof
• Type horses.
• Armour Scythed Chariots (SCH): Chariots with scythes
• Order on wheels that charge at heavy infantry to try to
• Fortitude disorder, or even better rout, them.
• Abilities Camp: The place where the baggage is stored,
along with army followers, stragglers and booty.
Additionally, unit types are grouped into classes
for easier reference, and the attributes of a unit Note: Generals are not units.
allow a point cost to be associated with a unit.
2.1.2 Armour
2.1.1 Unit Types Armour value is based on the degree of protection
These are all the unit types in the game: available in melee and to a lesser extent against
Heavy Infantry (HI): Infantry in a formed mass missiles. It includes shield use.
whose primary function is to engage and destroy Light Slingers, Greek Psiloi
the enemy in melee. These troops may as a Medium Successor Pikemen
secondary function carry a bow. Heavy Roman Principes, Cataphracts
Light Infantry (LI): Generally loose order The rules are designed to highlight light versus
infantry armed with javelins and are poor in melee. heavy armour. Therefore medium armour is not a
Occasionally they may be armed with bows such common value assigned to units.
as English longbowmen or early Biblical era
bowmen 2.1.3 Order
Skirmish Infantry (SI): Archers, javelineers or
Units are one of three orders.
slingers in open (skirmish) order. Their role is to
Close Order HI, HA, CAT, KN.
disorder the enemy through missiles and run away
(CO)
rather than fight in close combat.
Cataphracts (CAT): Close order heavy cavalry Loose Order LI, HC, HCH, ELE, CAM,
with fully armoured riders and mounts that move (LO) SCH
slower than looser order heavy cavalry. Skirmishers SI, LC, LCH
(SK)

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2.1.4 Fortitude Missile Units that have better missile
Fortitude is the staying power of the unit. Fortitude Protection protection that their armour
is a combination of morale, experience, skill and classification indicates. Not
élan. Fortitude is either: common, an example is biblical
• High infantry with very large shields,
• Average normally with light armour but
should be harder to hit with
• Low
arrows. Units with heavy armour
The default fortitude for a unit is Average.
units cannot have this ability –
they are already well protected.
2.1.5 Abilities
Veterans These are rare units and are well
Units have zero or more abilities: experienced troops with a long
Archer Non-skirmisher units armed with history of excelling in combat.
bow. Examples are the Theban Sacred
Phalanx Units armed with a long spear or Band or the Silver Shields. An
pike in deep formation that are army may have up to one veteran
trained to keep in tight formation. unit and it must be a high
Macedonian and Successor fortitude unit. A veteran unit only
Phalangites and Greek hoplites suffers a -1 action test modifier
have the phalanx ability. A for being depleted.
Phalanx denies mounted charge
bonuses in close combat. Skirmishers must be missile armed: javelin, sling,
Impetuous Some units are susceptible to bow, crossbow or long bow.
impulsively charging at the
enemy, such as warbands or 2.1.6 Classifying types
knights. They also receive a
Unit types are classified for easier reference.
charge bonus.
These are the unit type classifications:
Javelin Skirmishers carrying javelins.
Class Types
Bow, Skirmishers and missile-armed
Infantry Heavy Infantry, Light Infantry,
Crossbow, unit armed with bows. Archers
Skirmish Infantry
Longbow by default have the bow ability.
Cavalry Cataphracts, Knights, Heavy
Sling Skirmishers carrying slings.
Cavalry, Light Cavalry
Disciplined Units better able to control
Chariots Heavy Chariot, Light Chariot,
themselves when faced by or
Scythed Chariot
pursuing enemy units. For
Mounted Cavalry, Chariots, Camels and
example Macedonian
Elephants
Companions, Byzantine
Skirmishers Skirmish Infantry, Light Cavalry
Cataphracts.
and Light Chariots
Line Relief Troops trained to relieve fighters
Heavy Heavy Infantry, Cataphracts,
from the front line. Units with
this ability may swap with a Knights, Heavy Cavalry, Heavy
disordered unit of the same group Chariots, Elephants
to their front. Mostly Roman Light Skirmishers and Light Infantry
legionaries.
Lock A unit that lock shields and can When the rules refer to a classification type, it
shields present a wall of spears that acts encompasses all the unit types in that
similar to a stationary phalanx. classification.
An undisordered unit with this
ability is treated as a phalanx as Note: Camps, Camels and scythed chariots are
long as the unit does not move. neither heavy nor light.
Long Non-phalanx units may have this
Spears ability. It denies the enemy the
mounted charging bonus similar 2.2 Point cost
to a phalanx. All units have an associated point cost based on
type, fortitude and abilities. The cost of a unit is 2
+ type cost + fortitude cost +the sum of the unit
abilities cost. Many abilities have a zero cost. The

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minimum unit cost is 1. This accounts for the only 2.4.2 Depleted
case of a Skirmish Infantry unit with low fortitude Depleted is received when retreating, evading
and no abilities that would calculate to a cost of 0. while disordered or from loose order
interpenetration. Depleted units are destroyed if
Base cost 2 depleted again. Skirmish Infantry receiving a
depleted result are destroyed instead. Depletion
Unit type cost cannot be removed.
Mounted +1
Close Order (CO) +1 2.4.3 Destroyed
Skirmisher -1
A unit is destroyed when it is routed or receives a
Heavy Armour +1 second depletion (or one depletion if Skirmish
Fortitude cost Infantry).
High +1
Low -1
2.5 Army characteristics
Abilities cost
Phalanx +1 An army will be defined in an army list. Each army
Impetuous (exception: a Heavy list will have
Mounted classed unit with • a name
impetuous is +0) +1 • a period of time the army operated
Increased Missile protection +1 • a terrain location for the defending army
Veteran +1 • an army deployment type
• a list of possible units available to use
Generals, including subgenerals A deployed army must have a least one general.
Exceptional (+2) +7
Skilled (+1) +5 3 Set Up
Average (+0) +3
Poor (-1) +1 3.1 Board size
The game is played on a 60cm by 60cm board.
An army for a decent game on a 60cm square
board is 40 points.
3.2 General command ability
2.3 Dismounting units For scenarios the generals command ability will be
obvious. For other games, generate the general’s
Some mounted units may be dismounted as command ability. Roll 1d6:
infantry units. One mounted unit is replaced with 1: Poor
an equivalent infantry unit. If a unit can dismount, 2-5: average
this is identified in the army lists. Dismounted 6: skilled.
must be done prior to setup and prior to On a 6 roll another d6 and if a 6, the general is
deployment. No dismounting or mounting can exceptional.
occur after deployment.
3.3 Attacker/defender
2.4 Unit status
Scenarios may dictate which sides are attacker and
During the game a unit’s status may change. A defender. Otherwise each player rolls a die and
unit may be ordered or disordered, depleted, or adds their general command ability (see section
destroyed. 5.1). Higher roll is attacker and has the first player
turn. The lower roll is the defender. Re-roll ties.
2.4.1 Ordered/Disordered The defender chooses one side of the board for
Disordered is received from a combat result, their deployment after the terrain is setup. The
evade, pushback, retreat, moving through terrain or attacker deploys on the opposite side.
from close order interpenetration.
Disorder is removed by a successful reform
command. An already disordered unit receiving a
disordered result has no effect. A unit not
disordered is considered ordered.

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3.4 Terrain 3.4.5 Terrain location cards
C Open Mixed Woods Hilly
3.4.1 Generating terrain 1 Rise Rise Rise Rise
Terrain is randomly generated based on the 2 Hill Hill Rise Hill
defender’s location. If no location is given for an 3 Clear Woods Wood Hill
army, the defender may choose a location. There 4 Clear Clear Wood Rough
are four types of location: Open, Light, Woods and 5 Clear Clear Clear Rough
Hills. The board is split into 9 equal squares, 6 Clear Clear Clear Clear
20cmx20cm each. A stream is diced for and placed 7 Clear Clear Clear Clear
if required. 12 terrain cards are associated with 8 Clear Clear Clear Clear
each location. Each terrain card has a terrain type 9 Clear Clear Clear Clear
on it. A terrain card is randomly placed on each 10 Clear Clear Clear Clear
square. After placing the 9 terrain cards, the terrain 11 Clear Clear Clear Clear
mentioned on the card is placed in the square by 12 Clear Clear Clear Clear
the attacker. The 3 remaining terrain cards are not
used. Rather than creating specific terrain cards, GREY: If a greyed card is placed in the centre
just use cards Ace to Queen (Jack equals 11, square, it is treated as Clear. For example, with
Queen equals 12) and look up the value in the Open or Mixed terrain locations, a Hill never
table. appears in the centre square; if the Hill is drawn for
the centre square, it is clear terrain instead.
3.4.2 Stream
The defender may optionally try to deploy a 3.4.6 Terrain definition
stream. Roll a d6 – on a 6 a stream is placed on Terrain Effect
the board. To three grid squares on one edge assign Rise Blocks visibility and missiles. No
1-2, 3-4 and 5-6 respectively. Roll 1d6 and the other effect.
stream enters at that grid square. The stream exits
Hill Blocks visibility and missiles.
at the opposite grid square on the opposite table
Halve movement for mounted and
size – do not dice for exit.
CO units.
Rough Halve movement for all but
Exit
skirmish infantry. Mounted cannot
1,2 3,4 5,6
enter. Moving in rough disorders all
CO.
1,2 3,4 5,6 Wood Visibility and missile fire range is
Entry reduced to 4cm in a wood. Units
within a wood cannot be seen by
The precise entry and exit point of the stream is units outside the wood unless
placed by the defender. touching the edge. Units within 4cm
of the edge of a wood can see out
3.4.3 Town and fire missile at full distance out
A town, village or city is scenario specific and is of the wood.
not generated using the terrain system. Halve movement for all mounted
and CO units. Chariots cannot enter.
3.4.4 Size and placement of terrain Moving in woods disorders all CO
Terrain pieces are a minimum of 10cmx10cm and and Mounted units.
a maximum of 20cmx20cm. Terrain pieces, except Stream There are two types of streams.
for streams, must be placed at least 8cm from any The first (and the one randomly
other terrain piece. If this is still not possible after generated) reduces movement by
reducing the terrain size, the terrain piece cannot 4cm for all units and provides a
be placed. Hills and rises cannot be placed on defence bonus to units on the bank
streams. and attacked from the front.
The second type of stream is a river
and may appear in a scenario. These
rivers are impassable except at fords
or bridges.

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Town A town is treated as woods, but 4 Sequence of play
chariots may enter. There is a
combat bonus to defending a town. Each player performs alternate turns each game
turn. A player turn consists of the player activating
groups to perform actions. All actions for a
3.5 Army Setup group’s units are done when it is activated –
A screen is set up across the middle of the board in moving, firing, close combat. If this causes
such as way so neither player can see into the reactions in the opposing units, this is also
other’s deployment area. Each player sets up their adjudicated at this time. Group activation is
units. Camps are deployed only for scenarios. performed from right to left.
Units are setup no more than 20cm from their
side’s base edge and at least 6cm from any edge. Attacking player begins a game turn. Start with the
Once this is completed, the screen is removed. The group on the player’s far right.
game starts with the player designated as the If the group is in contact with the enemy, perform
attacker taking the first player turn of the first a Close Combat Test. Units may need to resolve a
game turn. Pursuit Test against retreating or routing units.
Perform Missile Fire. Target performs a Fired-On
3.6 Army breakpoint Test and any resulting Tests.
Breakpoints are important as they assist in Check for mandatory charges and movement
determining the winner of a battle. To calculate an restrictions if within an enemy zone of control.
army’s breakpoint: If the group did not fire, choose a move option and
Ignore skirmish infantry and scythed chariots. take a Move Command Test.
Allocate 1 point per LI or LC or LCH. Allocate 2 If a unit is not charging and moves within 4cm of
points to all other units. Divide this number by 2, an enemy’s front, the enemy unit may need to take
rounding up. This is the breakpoint of the army. a Proximity Zone Entered Test.
Each skirmisher or scythed chariot lost is a 0 loss If charging, the charged unit will perform a
to the breakpoint; LI, LC, LCH are 1 loss and the Charged Test.
rest are 2 loss points. A general counts as 2 points Resolve outcomes from any tests (e.g. if a charged
if lost. Note a general is not counted as a unit unit’s outcome is to Missile Fire, the charging unit
when working out the breakpoint. A camp, if needs to perform a Fired-On Test).
present, counts as 2 points if lost if taken. Note Units newly in contact with the enemy perform a
baggage is not counted as a unit when working out Close Combat Test. Units resolve a Pursuit Test
the breakpoint. against retreating or routing units.
Continue with the next group to the left of the
previous group.
3.7 Army morale test During the turn if the army exceeded its breakpoint
As soon as an army has a number of units and it must perform an Army Morale Test at that point.
generals destroyed that cause it to equal or exceed Once all the attacking player’s groups’ actions are
its breakpoint, it must immediately take an army resolved, the defending player takes a turn.
morale test. It will continue to do so each time
another unit or general is destroyed that increases 4.1 Group action responses
its breakpoint loss. Both sides may need to take a
test if they both exceed their breakpoints at the If a group is performing the same action against
same time. another group e.g. a group is firing on another
group, then roll the action test for each unit in the
group simultaneously and then perform the result
3.8 Victory at the same time. This assists in determining if a
Victory occurs immediately when only one side unit is in support, and also prevents groups being
has non-routed units on the board. This side is the broken up and being forced to advance or charge
winner. For a faster game, immediately an army one at a time. Group to group combat is also
reaches its breakpoint that side loses. If both performed the same way – roll for each unit’s close
armies reach there breakpoint at the same time, combat at the same time when two groups are in
then continue play until one side loses another contact. See 5.2.4 Groups and support modifier on
breakpoint. the application of support unit modifiers when
rolling simultaneously. See 7.1.1 Multiple fire
targets for resolution .of missile fire between
groups. See 8.2 Process on multiple unit close
combat resolution.

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4.2 Left to Right clarification 4.3.3 Uncontrolled charges
Groups are activated right to left. If there are units Note that a charge is a voluntary move to contact
in front of other groups, these are activated before and is a move command. Some results of an action
the rear group. test will cause an involuntary charge, called an
Example uncontrolled charge. Uncontrolled charges are not
rolled for.
D C A
4.3.4 Close Combat
Close combat must occur whenever a unit is in
E B B B contact with an enemy unit.
The groups are activated in this order – A, C, B, D,
and E. 5 Move commands
4.3 Tests, commands and 5.1 General’s command ability
actions Generals are rated for their move command ability.
This is a rating of the general’s real-life tactical
There are three types of tests: move commands,
ability and leadership skills. It also incorporates
actions and close combat. Tests drive the game.
the command and control ability of the army. The
The difference between commands and actions is
general’s ability determines the number of re-rolls
that each has different modifiers and, in general,
for move command tests. Only an average general
you either pass or fail a command, while actions
(+0) or above can impart a positive modifier to
have pass and level of failure. Close combat is a
tests, i.e. a poor general will not enable a +1
special test similar to an action but both sides roll a
modifier for the move command, nor a +1 modifier
die, rather than only one side for most actions.
in close combat. An inexperienced general is not
normally assigned to an army at deployment and
4.3.1 Move command summary
only comes into play as a replacement when the
Commands are: army general is incapacitated.
• Move Inexperienced general -2
• Complex move Poor general -1
• Reform Average general 0
• Charge Skilled general +1
• Pursue Exceptional general +2

Move, Complex move, Charge and Reform are 5.2 Issuing Move Commands
voluntary. A units/group can undertake only one
voluntary command per turn. Pursue is a special 5.2.1 Limitations
command undertaken as a result of an action test
result. A move, complex move or reform command The Acting Player chooses to issue commands to
cannot be used to contact an enemy unit. Only a any of his units, starting from the right. Issuing
charge or pursue command can be used to contact commands is optional. If a unit has fired, it cannot
an enemy unit. undertake a move command. Units in contact with
an enemy unit cannot be issued a move command
4.3.2 Action summary and must perform a Close Combat test. No
command may bring a unit into contact with an
Actions are: enemy unit except the charge or pursue command.
• Fired-on
• Proximity Zone Entered 5.2.2 Deliberate interpenetration
• Army Morale
No command may deliberately interpenetrate
friends, except:
Fired-on and Proximity Zone entered actions occur
• skirmish infantry of the same group may
as reactions to enemy moves or action results.
interpenetrate units directly to their rear as the
Army morale occurs when the breakpoint of an
first part of the move command for that group
army is reached. If a test calls for an action to
occur, roll for that action. • Skirmish infantry may deliberately
interpenetrate other friendly units when
evading

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• Any unit can deliberately interpenetrate 5.2.6 Move Command test
skirmish infantry during a move command. Command
• Units with line relief may interpenetrate each Move (or a Complex move > 2+
other with a move command. 20cm from enemy)
Note that interpenetrating skirmish infantry, other Complex Move 3+
than with other skirmish infantry, depletes and Charge or Pursue 3+
destroys them. Impetuous: 2+
Archers, Skirmishers: 4+
5.2.3 Process Reform 5+
To issue a command to a unit choose a command,
roll 1D6, add all the modifiers that apply and Common modifiers (cumulative)
compare the result to the minimum score needed General in contact with stand +1
for success. There is no penalty for failing a Supported +1
command other than the unit cannot perform that High fortitude +1
command, or any other commands (this is different Low fortitude -1
to actions, where there are normally downsides to Command modifiers (cumulative)
failing the roll). During a game turn, a player may Range from general > 20cm (& -1
re-roll any move command roll, including pursuit. per extra 20cm) (not pursue)
The number of re-rolls that may be made per game Poor/inexperienced general -1
turn is equal to the general’s rating.
For example, a Briton General tries to order a low
5.2.4 Groups and support modifier fortitude chariot to reform. They are 30cm away.
Commands can be assigned to groups to gain the Rolls a D6, scores 4. -1 low fortitude, -1 range
+1 modifier for supported units. A group is one or >20cm equals 2. Score needed is 4+ so the
more units in edge to edge contact and facing the chariots remain disordered.
same direction. No matter how large the size of the
group, there is a maximum of +1 for support. A 5.3 Move
roll is performed for the group, but each unit in the
group checks individually for success or failure of Move the unit or group up to the maximum
the move command. Groups not in corner to corner distance. Movement is in a straight line forwards.
contact cannot wheel. The advantage of the group Up to a 45o wheel can be performed at the start of a
is the +1 support modifier. move. The move distance for the wheel is
Example: subtracted from the maximum move distance. The
wheel is performed with one front corner being
A B C stationary and the unit pivoting around that corner.
Note: players may find it easier to replace 45o with
A, B and C are a group. B is low fortitude, the rest 3cm per front-line unit (in reality the wheel is
are average. A single die roll to charge against an 2.9cm – it is not worth arguing over a millimetre).
enemy group is made. A 3 is rolled, +1 for Loose Order units, Skirmishers and all mounted
support, and -1 for B only for low fortitude. A and units may wheel and move. Close Order infantry
C score a 2+ which is a success, B scores a 3+, units can only wheel up to 45o OR move.
also a success and so all 3 units charge Additionally, Skirmishers and Light Infantry can
simultaneously into the enemy group. That group also:
now undertakes a charge test against all 3 units • About face 180 o freely at the start of their
move at no movement cost.
5.2.5 Lost General • Wheel 90o and move.
If the general is lost, replace with a new general at Skirmish Infantry may also move directly
-2 to the command rating of the original general. backwards without changing facing as their move.
More losses are replaced with a -2 general.
5.3.1 Line relief
Units with the line relief ability may use the move
command to swap places with a unit of the same
group directly to their front and in contact. The
unit to their front must be disordered to perform a
swap. The front unit may be in contact with an
enemy. The two units swap positions. No other

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move may occur with the units. Note that all units charger. Once contacted, the contacted enemy unit
of a group must be given the move command to must perform a charged action test.
allow the line relief swap, but not all units must
perform the swap if the move command roll is 5.6.1 Group charges
successful. If a group is moved using the charge command, at
Units with line relief and directly behind a unit of least one unit of that group must contact an enemy
the same group and in corner to corner contact unit. At that point, other units may be moved
with that unit are not disordered by an (without moving out of the group) into contact
interpenetrating retreating or routing front unit. with other enemy units. Otherwise the other units
of the group must stop.
5.4 Complex move Example
This is an attempt at manoeuvres beyond that Before charge:
allowed in a move. A complex move is:
• Any unit, except Skirmishers and Light B
Infantry, attempting to wheel > 45o or about
A
face. The wheel of greater than 45o or about
face is done with no further movement. The
wheel cannot exceed the maximum move
distance.
Y Z
• CO infantry attempting to wheel up to 45o and
move.
Note: skirmishers and Light Infantry cannot do a After A contacts:
complex move as their normal move allows this
freedom already. B
If attempting a complex move further than 20cm
from an enemy unit, treat it as a normal move (i.e. A
a base 2+ for success, rather than a 3+).
Y Z
5.5 Reform
The group’s units, or the single unit, may pivot on
each unit’s centre to face any desired direction. If B may make the following move:
the units are disordered, the disorder is removed. If
the reform command roll fails the unit or group A B
remains in place, it is still disordered, and it cannot
move this turn. Y Z

5.6 Charging
The unit moves up to their maximum move 5.6.2 Mandatory charge
distance into base to base contact with an enemy
If a non-missile armed heavy mounted unit or an
unit. A unit that fails the command roll remains
impetuous unit has an enemy Heavy classed unit
stationary and cannot move at all this turn. Only
(HI, HA, CAT, KN, HC, HCH, ELE) in charge
charging and pursuing units can move into base
reach and able to be contacted without a wheel, the
contact. The unit must have the target unit within
unit must roll for a charge command. If multiple
45o degrees of its front edge corners and the target
units in a group are subject to mandatory charge,
unit must be visible at the start of the charge. Other
each unit rolls individually (rather than one group
friendly units, such as skirmish infantry, do not
roll), but simultaneously so each unit does receive
block visibility. A wheel, subject to the limitations
the +1 modifier for being supported. If the roll
of the move command, may be performed before
fails, they may roll for another non-charge
charging - even a 45 o wheel by Close Order
command. Disciplined units are not subject to
infantry - but priority is given to enemy units that
mandatory charge. Mounted are not subject to
do not require a wheel. Once the unit touches the
mandatory charge against elephants, or to the front
target, immediately stop movement. Do not
of an enemy with the phalanx or long spears
conform the unit’s front to the target. The
ability.
contacted enemy unit does not turn to face the

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Mandatory charge also applies to all units with an past the front of enemy units). A moving unit with
enemy camp in charge reach and able to be a Proximity Zone that ends its movement not in
contacted without a wheel. contact but within an enemy unit’s Proximity Zone
forces that enemy unit to take a Proximity Zone
5.6.3 Pulled along test. Skirmishers with no Proximity Zone do not
Units behind a charging unit are pulled along if of cause a Proximity Zone test, but if a unit with a
equal or lower fortitude. Higher fortitude units or Proximity Zone came within 4cm of a Skirmisher
disciplined units may choose to be pulled along. unit, the Skirmisher unit takes a Proximity Zone
Entered test.
5.7 Pursuit
Units charging or in close combat may need to
5.11 The General
pursue as a result of an action test. Units firing do Generals move first or last each player turn. They
not need to pursue. move up to 20cm in any direction, ignoring any but
A general may subtract one from the die roll as a impassable terrain. They cannot move within 4cm
modifier rather than adding one. of an enemy unit unless attached to or attaching to
A disciplined unit may add or subtract 1 from the or detaching from a friendly unit. A general can
die roll. attach to a unit, and then move with that unit. The
Pursuit is a ½ move directly following the path of unit may still move its full movement allowance.
the retreating or routing unit. Add 2cm to the The fact the general may have moved 20cm does
move if a natural 6 is rolled for the pursuit test. not reduce the movement rate for the unit the
For close combat tests, a pursuing unit is treated as general attached to. Generals may detach from one
a charging unit. A pursuing unit may recontact the unit and attach to a different unit in the same turn.
pursued unit, or another unit that did not cause the Generals do not need to be attached to a unit.
pursuit test. Generals attached to a unit are assumed to be
within the base of that unit. It is convenient to
leave the generals base against the unit to indicate
5.8 Movement Rates where the general is. The general’s base can be
The table below gives the maximum distances in moved (or removed) if an enemy unit moves to the
centimetres a unit can move. side where the general base is located.

Unit Move 5.11.1 Chance of losing general


(cm)
If the general is attached to a unit that is depleted
Heavy Infantry 8
or destroyed and a 1 was rolled by the unit to cause
Light Infantry, Skirmish Infantry 12 the depletion or destruction, roll another 1d6. The
Cataphract, Elephant 12 general is destroyed on 1. A 2-6 is no effect. If the
Heavy Cavalry, Knight, Camel 16 unit is destroyed but the general is not, the general
Light Cavalry 20 is positioned in the centre of where the unit was
Heavy Chariot 12 before being removed from the board. Note that
Light Chariot, Scythed Chariot 16 disordering a unit does not require a roll to check
Camp 0 for losing a general.

5.9 Terrain effects on movement 5.11.2 Capturing a general


Refer to the table in 3.4.6 Terrain definition. If any unit contacts an unattached enemy general in
movement or in pursuit, the general is considered
5.10 Proximity Zone captured. For game purposes it is counted as
destroyed.
The 4cm square directly in front of a unit is called
its Proximity Zone. The only exception is
Skirmishers that have no Proximity Zone, unless
5.11.3 Sub-generals
they are Skirmish Infantry facing enemy Armies in larger battles may include sub-generals.
Elephants. Units may not enter and leave an enemy These act like a general. Units may measure
Proximity Zone in the same move. Enter and leave command distance to any general. A sub-general’s
is defined as the entire front edge of the moving command rating cannot exceed that of the general.
unit starts outside the Proximity Zone and the Sub-generals do not provide a bonus in combat and
entire front edge of the unit ends outside the count as 1 breakpoint lost. They may provide re-
Proximity Zone (this is to prevent a unit zipping rolls for the move command if their rating is above

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0. The advantage of sub-generals is the positive evaders the evading units are destroyed, unless
modifiers in the move command – the +1 for being skirmishers charged by other skirmishers then
attached and range to the commanding general. In cease moving and perform close combat. If the
some scenarios, there may be further restrictions chargers contact a new unit, then that enemy unit
on the units that benefit from different generals, for performs a charged test. Skirmish Infantry units
example, if an army comprises different national do not evade from elephants. An evade result
contingents. received by Skirmish infantry units from elephants
is treated as stand.
5.12 Moving off the board
Units may move off the board, either voluntarily or 6.1.3 Push-back
involuntarily. Units that move off the board If caused by close combat and the enemy unit
cannot return and treated as destroyed for can follow up, or caused by missile fire:
breakpoint purposes. move directly back ¼ normal move and become
disordered (if already disordered, stay disordered).
If the pushed-back unit cannot move back a full ¼
6 Action Tests move due to terrain, camps or enemy units, the
Perform an action tests (see section 4.3.2 for the pushed-back unit moves as much distance as
list of actions) by rolling 1d6. All tests require a possible and is disordered and depleted (and if
4+ to pass. Add all modifiers that apply. already depleted, destroyed). The enemy will
Modifiers are cumulative. follow up to remain in contact with the unit. Close
combat is performed again next turn. Following
Common modifiers (cumulative) up does not count as charging or pursuing.
General in contact with stand +1 Pushed-back units will push-back friendly infantry
Supported +1 behind them, except pushed-back skirmish infantry
High fortitude +1 will interpenetrate friendly units behind.
Low fortitude -1 Otherwise resolve interpenetration.
Action test modifiers (cumulative) If the enemy cannot follow up:
Disordered -1 Stay in place and become disordered. If there is
Depleted (veterans are -1) -2 another enemy unit or impassable terrain touching
Uphill of all enemies, in fieldworks, +1 another edge of the unit, become disordered and
defending a stream bank, behind stakes, depleted (and if already depleted, destroyed). Close
in a camp or town. combat is performed again next turn.

6.1 Involuntary actions 6.1.4 Retreat


Further to these actions, the action tests may Perform a ½ move to the unit’s rear with up to a
require a unit (active or non-active player) to 45o wheel only to avoid other units or impassable
perform various involuntary actions. terrain. Roll a d6 and on a 6, add 2cm to the move
distance. Do not change facing (other than the
6.1.1 Stand wheel). If the retreating unit cannot avoid friendly
units resolve any interpenetration. If the retreating
Unit stays where it is. unit cannot avoid enemy units (except enemy
skirmish infantry are simply run through and
6.1.2 Evade destroyed) or impassable terrain the unit is
Only Skirmisher units may evade. Perform a ½ destroyed. The unit is disordered and depleted, and
move +2cm directly backwards. Do not change for assessing interpenetration is considered
facing. The unit is disordered. If the Skirmisher disordered and depleted at the start of the retreat.
unit was already disordered then the unit is If the unit is already depleted, it is now destroyed.
depleted, if Skirmish Infantry it is destroyed. If the enemy can pursue, the enemy rolls a pursuit
Skirmishers may interpenetrate during an evade test. If the pursuing unit recontacts the retreating
move. Skirmish Infantry are depleted if unit perform another close combat test. The
interpenetrating with CO units and so are then pursuing unit counts as charging. If the pursuing
destroyed as Skirmish Infantry can take one unit contacts a new unit, the newly contacted unit
depletion before being destroyed. performs a charged test.
If the chargers are not stopped (by missile fire) the
chargers automatically pursue (no command roll
required) towards the evaders. If they contact the

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6.1.5 Rout interpenetration results on others, but are affected
o
The routing unit about faces 180 and performs a ½ by interpenetration (except by other skirmish
o
move with up to a 45 wheel to avoid other units. infantry). Interpenetrating units disorder all
Movement restrictions as per a retreat apply. CO and LO units (and deplete if it is an
Resolve any interpenetration. At the end of the elephant interpenetrating), and deplete all
move, the unit is destroyed. Remove the unit from Skirmishers and already disordered LO units.
board. Enemy unit tests for and resolves pursuit as Units with line relief are not disordered by
per retreat. If the pursuing unit contacts a new interpenetrating units. Units overlapping on top of
unit, the newly contacted unit performs a charged friendly units at the end of the unit’s movement are
test. moved to the opposite side of the unit they
interpenetrated from and retain their facing. Camps
6.1.6 Pushback, retreat etc. direction cannot be interpenetrated.
Example
A unit pushbacks or retreats or routs away from the A LO Gallic warband unit is in close combat. A
enemy based on its facing, not that of the enemy. second LO warband is directly behind this unit.
If a unit is charged or fired-on at an angle to its The first unit loses the combat and must retreat,
front, it pushbacks or retreats directly to its rear. and is disordered and depleted. It interpenetrates
To determine the direction to go (to the front or to the second warband. The second warband is
the rear), use the definition of a flank or rear attack disordered. The first warband completes its
to determine if a unit is attacked via the front, flank retreat move and is then destroyed as it receives a
or rear. A unit charged from the flank push-backs, second depletion for interpenetrating the second
retreats or routs to its other flank. warband.
6.1.7 Fire
6.2 Army Morale Test
Missile fire must be at the cause of the test if
possible. The unit may only fire if the enemy unit This test is taken immediately an army reaches it
is directly to the front and cannot turn to fire. breakpoint and each time a unit or general is
Firing may stop a charge. See section 7 Firing for destroyed after that.
the missile fire process and resolution.
If a unit cannot return fire, it stands in place. It can 4+ • Carry on.
always attempt a wheel or reface command next 3 • All Pushed-back.
turn. 1 or 2 • All Retreat.
0 or less • All Rout.
6.1.8 Uncontrolled charge
The unit automatically charges into contact with 6.3 Proximity Zone Test
the enemy unit that caused it to take an action test. If a non-skirmisher unit moves into the proximity
No roll is required for an uncontrolled charge. The zone of an enemy unit, that enemy unit must
charged unit performs a charged test. perform a Proximity Zone test. The test is only
If a unit is required to charge but the enemy unit taken when a unit moves into the proximity zone,
causing the test is not within the 45o charge arc, the not it the unit started in the proximity zone.
unit will stand. A unit defending a camp,
fortification, stakes, riverbank or uphill of an 4+ • Impetuous Uncontrolled Charge.
enemy does not uncontrolled charge and stands • Archers and Skirmishers fire.
instead.
• Other Mounted Uncontrolled
Charge.
6.1.9 Interpenetration • Others Stand.
There are a few cases of deliberate interpenetration 1, 2 or 3 • Skirmishers Evade (no fire).
– skirmish infantry evading or moving within a • Infantry Archers Pushed back
group, and units with Line relief ability (see from Mounted.
section 5.2.2). Evading mounted skirmishers will
• Others Stand, no missile fire.
cause interpenetration results. Line relief units
0 or less • Archers & Skirmishers Retreat.
moving within the group will not. Involuntary
interpenetration occurs as a result of a retreat or • Others Pushed-back.
rout. Interpenetration will cause adverse results
and apply to both the penetrating and penetrated Example: A Roman Heavy Cavalry unit moves to
unit. Skirmish Infantry never cause within 3cm of the front of a Gallic Light Infantry
warband unit. The Gallic unit must perform a

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Proximity Zone entered test. It rolls a 4 and, as
impetuous, will uncontrolled charge the Roman
heavy cavalry. The latter will need to perform a Arc of
charged test. Fire

6.4 Charged Test


When a unit charges, move the charging unit into Unit
contact with the enemy unit. Halt the unit the
moment the units touch. There is no conforming to
align edges or corners. The enemy unit performs a
An unengaged enemy unit with any portion of its
charged test. Roll 1d6 and consult the table. If the
base within the arc of fire is a potential target.
units remain in contact, perform close combat.
Only Skirmishers may fire javelins. To resolve
4+ • Skirmishers Fire and Evade. missile fire each targeted unit performs a fired-on
• Archers Fire. test.
• Other non-retreating Mounted
and Impetuous count as Charging 7.1.1 Multiple fire targets
in Close Combat.
When two potential targets exist in the same group,
• Others Stand.
only perform the fired-on test for one target unit
1, 2 or 3 • Skirmishers Fire and Retreat. (selected by firer); the other unit automatically
• Archers Fire with a +1 modifier. receives the equivalent of the 4+ result on the
• Others Stand. fired-on test. A unit performs the fired-on test only
0 or less • Skirmishers Rout. once per fire, unless there are two units firing at
• Others Retreat. one target.
Example: If a line of 4 archers is firing at a line of
Example: The Gallic unit from the previous 4 enemy units, each enemy unit performs only one
example moves into contact with the Roman fired-on test. If the archer line is 5 units, 3 enemy
cavalry unit. The Roman unit rolls a 4 for the units take one test, and one unit takes two tests; if
Charged test, and will count as charging for close the archer line is 3 units, 3 enemy units take a test,
combat. Both units must now perform a close and one unit automatically pass the test.
combat test. If the Roman cavalry had rolled a 2, it
would stand and not receive the charging positive 7.2 Fired-on Test
modifier for close combat.
There is no firing roll, only the fired-on test roll.
Determine the target. The target rolls 1d6 and
7 Firing consults the table.

7.1 Firing Process Firing Distance


At the start of a unit’s turn, it may fire. Archers Infantry Archers 12cm
and skirmisher units must fire or move. If they Skirmishers and mounted archers 8cm
choose not to move and have a target within range Javelins (Skirmishers only) 4cm
to fire, they must fire. A unit cannot move after
firing unless directed to by an action test. Firing Special fire-on modifiers (cumulative)
may also occur involuntarily as a result of taking a Heavy Armour or Missile protection +1
test. A unit can return fire as a result of an action Each subsequent fired-on test after first -1
test, even if it moved. For example, a unit may caused by same firer
cause an enemy unit to perform a Proximity Zone
entered test that directs the enemy to fire. The 4+ • Chargers and Pursuers continue.
friendly unit’s fired-on test determines it should • Archers & Skirmishers not
return fire. Normally because it had moved it Charging / Pursuing Fire; if not
should not be able to fire. In this case it must do in range, advance up to ½ move
so. to get into range with no firing.
Firing units may shoot at any unengaged groups • Impetuous and other mounted
directly to their front. Closer groups take priority Uncontrolled Charge if in reach,
as targets over further ones. else advance a full move.
• Others if within 4cm

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Uncontrolled Charge, else 8 Close Combat
advance 4cm.
1, 2 or 3 • Skirmishers Retreat.
• LO (not elephants) Pushed-
8.1 When to do close combat
back. Close combat is performed when a unit is in
• Other Chargers and Pursuers contact with an enemy unit. Close combat for a
continue Disordered. group that started the turn in contact with the
• Others Stand (no fire) and enemy is performed when the group is activated.
Disordered. A unit in contact with an enemy unit must perform
0 or less a close combat action.
• Skirmishers Rout.
• All Others Retreat.
8.2 Process
Combat is performed between two units in base to
7.2.1 Subsequent fired on test base contact. Each unit rolls 1D6, adds the
modifier applicable action modifiers and the close combat
modifiers (all cumulative). The difference is
The subsequent fired-on test modifier applies only
consulted on the close combat table. If there are
to fired-on test caused by the same firer in the
multiple unit close combats these are rolled for
same round of action tests. A fired-on test by a
simultaneously but resolved from the active
different firer does not receive this modifier. It
players’ right to left. Each unit in a combat only
also does not carry over from turn to turn; it is only
rolls once but applies the modifiers relevant to
in the same sequence of action-action-action such
each opponent. For example, a unit attacked to the
as two missile units firing at each other.
front and on the flank by two units only rolls 1d6.
Example:
It applies the -2 modifier for the flank attacking
melee but not for the frontally attacking melee.
Unit A
Close combat opponents are matched up so that
every unit contacted is paired with an opponent.
This is important when two battlelines clash but do
not line up perfectly – if the battlelines are the
same length, every unit will participate in a melee.
Unit Z Unit Y
You cannot ‘gang-up’ 2 units to 1 unit and leave
another one un-meleed.
Enemy archer unit A is within the arc of fire of Example:
both archer unit Y and Z. Unit Y fires on unit A
and the fired-on test is 4+ and results in unit A A B C
returning fire. Unit Y performs a fired-on test, gets X Y Z
a 4+ and returns fire. Unit A now performs a
fired-on test with a -1 modifier for subsequent Unit A, B and C are in close combat with enemy
fired-on test. Rolls a 4, -1 is a 3 that is to stand units X, Y and Z. A pairs with X, B with Y and C
(no fire). Now Unit Z fires on Unit A. Unit A does with Z. In close combat, a die is rolled for each
not use the -1 modifier for subsequent fired-on test unit simultaneously. Modifiers are then applied.
as it is caused by a different firer. Now consult the combat table from right the left.
Therefore compare C’s modified die roll to Z’s and
7.2.2 Advancing limitations apply result. Then compare B’s modified roll to
If a unit is required to advance but the unit causing Y’s and apply result. Lastly, compare A with Z.
the test is not directly to the unit’s front, the unit
will stand. Directly to its front is the same as the 8.2.1 Two on one combats
arc of fire for a unit as defined in section 7.1Firing Two units in contact with only one unit are
Process. resolved with two close combats for the single
A unit defending a camp, fortification, stakes, unit. The single unit rolls 1d6 while the other two
riverbank or uphill of an enemy does not advance units roll one die each. Apply only the worst
and stands instead. result, if applicable, to the single unit and any
failed results to each of the other units. If a unit
charges into contact with an enemy unit that is
already in contact with another friendly unit,
perform melee only with the charging unit if the

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enemy unit has already performed close combat Carrying on from the charged example, the Gallic
with the already in contact friendly unit. If not, Light Infantry is in contact with the Roman Heavy
then perform close combat as described above. If Cavalry unit. The Roman Heavy cavalry counts as
two friendly units both need to pursue, then the charging. Neither side is supported. The Gallic
player may choose which rolls and pursues first. player rolls on a d6 a 4 with no modifications. The
Roman rolls a 3, +2 for charging +1 heavy
8.3 Close Combat Test armour Vs light Armour, +1 CO Vs LO, for a total
of 7. 4 minus 7 is -3 so The Gallic Player unit
Note there is no separate roll for melee damage.
retreats 6cm and is disordered and depleted. The
Both sides roll a die. Each side adds action test
Roman cavalry must undertake a pursuit test.
modifiers, additional close combat troop and
They roll a 4, so they must pursue up to 8cm. They
situation modifiers. Compare the difference and
recontact the Light infantry unit that must now take
look up the result in the table. One side will pass,
a charged test, and if stands, then undertake close
one will fail. The side that fails looks up the result
combat, but now at an additional -3, -1 for
in the table (which may also affect the winner). A
disorder and -2 for depleted.
tie results in both sides being disordered.

Troops (cumulative)
8.3.1 Skirmish Infantry Vs elephants
Skirmisher (SI versus Elephant +1) -2 Skirmish infantry in close combat with an elephant
Infantry Archer (not skirmishers) -1 have a +1 modifier rather than the -2 modifier that
Ordered Pike Phalanx to front +2 skirmishers use in all other instances.
Ordered Long Spear Phalanx to front +1
Ordered long spears to mounted front +1 8.3.2 Charging & Pursuing
Elephant +2 Some units that charge and contact with their front
Camp -3 edge enemy infantry units get a +2 modifier for the
Camel (on a d6=4+ Vs mounted +1) -1 close combat test occurring because of the charge.
The charging units that get the bonus are all heavy
Situation (cumulative) mounted units and any impetuous units. Heavy
Heavy Mounted, or any Impetuous, +2 mounted units and impetuous units charged to their
Charging or Pursuing Vs Infantry to front and a 4+ result on the charged test also get
their front (except ordered Phalanx / the +2 modifier for the close combat resulting from
long spear). the charge. Any unit pursuing a retreating unit that
Heavy Armour Vs Light Armour +1 results in a close combat gets the +2 modifier.
CO Vs LO +1
Supported +1 8.3.3 Medium armour
Attacked in flank or rear -2 Medium armour imposes no special modifier.
(LO Infantry attacking or Elephant) (-1) Only a Heavy armour unit versus a Light armour
SK Infantry or LO Infantry in difficult +2 unit produce a modifier. Heavy armour versus
Chariot after first round or in difficult -1 Medium armour, or Medium armour versus light
armour, produces no modifier.
Action test modifiers (section 6) also apply to each
unit’s close combat die roll. 8.3.4 Supported
A unit is supported if it is contact with one or more
0 or • Carry on. other unit of a group. A group is one or more units
more • On a 0 both sides Disordered. in edge to edge contact and facing the same
-1 • Skirmishers Retreat. direction. A skirmish infantry unit never provides
• Others Pushed-back. support except to other skirmish infantry.
• Both sides Disordered.
-2 • Skirmisher Infantry Rout.
8.3.5 Flank attack
• Others Retreat. A flank attack is one where the attacking unit’s
• Higher scorer Disordered. front edge is at 90° or more from the defender’s
-3 • Skirmisher Infantry Rout. front edge and there is contact with the defender’s
rear corner. A rear attack is one where the attacker
• Others Retreat.
contacts the defender’s rear edge (not just a
-4 or • Rout. corner).
less

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will receive the -1 for after the first round of
Front attacks by the white unit: combat.

8.6 Camps
Camps are not destroyed – when a camp is
depleted or destroyed, one attacking unit is moved
onto the camp and remains there (looting) for the
rest of the game. This unit cannot attack or move
Flank attacks by the white unit: or missile fire. It can defend in close combat, but
cannot be pushed-back, retreat, evade or pursue. It
does not receive a bonus for being in a camp. If the
result of an action test results in push-back or
evade, ignore the result. If retreat is an action test
result, the unit is removed from the board and
treated as destroyed. The new attacker is moved
onto the camp (defending it from further looters)
8.3.6 Rear attacks by the white unit: and remains there for the rest of the game.

8.7 Scythed Chariots (untested)


Scythed chariots are defined as loose order, light
armour chariots that move 16cm. Their troop
modifier is +2. Any pushback or retreat or rout
inflicted on them is converted to destroyed. If
Skirmishing troops have no flank or rear for
Scythed chariots do not score at least a +1 in close
combat purposes. LO infantry troops attacking on
combat they are destroyed. Scythed chariots
the flank or rear only cause a -1 modifier for the
always pursue. Skirmish infantry treat Scythed
enemy unit, not a -2. An elephant attacked on the
chariots as elephants for combat purposes. 3
flank or rear by any unit is only subject to a -1
points.
modifier for attacks from the flank or rear.

8.3.7 Lock Shields 8.8 Artillery (untested)


A unit with the lock shields ability uses the order
8.8.1 Light Artillery
phalanx to front modifier if the unit is not
disordered and did not move into combat. 4cm move, LO, light armour, archers. Range =
12cm, ignore heavy/extra missile protection but all
8.4 Post combat conforming targets get a +1 on the fired-on test. 3 points.
After close combat test and results applied, any 8.8.2 Medium Artillery
units in contact do not conform.
4cm move, LO, light armour, archers. Range =
18cm, ignore heavy/extra missile protection
8.5 Echelon units (defence in modifier. 5 points.
depth)
A friendly infantry unit directly behind another 8.8.3 Heavy Artillery
friendly unit, facing the same direction and with its No move, LO, light armour, archers. Range =
entire front edge in contact with the front unit’s 24cm, all targets get an additional -1 modifier to
rear edge, is defined as being in echelon. Neither fired-on test. And ignore the heavy/extra missile
unit may be a skirmish infantry unit. If the front protection modifier. 7 points.
unit retreats or routs, an echeloned unit must move
into the same location as that of the 8.8.4 Action result changes
retreating/routing unit. Close combat is not Artillery does not move when forced to pushback
resolved at this time. It will be resolved when or retreat, but suffer all other effects (disorder and
either of the units in contact turn comes next. It is depletion). Artillery never pursues.
treated as a continuing melee. Therefore unit will
get any close combat modifiers for the first turn of
close combat (for example, charging) and chariots

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8.9 War Wagons (untested) group is now controlled on a d6 roll of 4-6, and
may act as any other controlled group. This check
War Wagons are defined as 8cm move, mounted,
can occur once per turn. The general may move at
LO, heavy armour, 5 points and have a +2 combat
the start of the turn the group becomes controlled.
factor. They may have bows or light artillery and
extra missile protection. When armed with
9.1.2 Splitting groups
missiles, they are normally classed as archers. War
wagons pursue, get pushed-back, follow-up, retreat Groups formed at deployment must move as a
and rout as per the rules. group. Groups may be combined with other groups
to form new or larger groups after the start of the
8.10 Crossbow, Longbow, game.
Groups may be split into smaller groups after
Handguns (untested) deployment. Any group voluntarily splitting from
Crossbow, Longbow and Arquebus: range as per another group, via a move command, does not
bow but ignore heavy/extra missile protection. receive any +1 support modifier for the move
Handguns: treat as javelin for missile fire and command generating the split. If the group is split
ignore heavy/extra missile protection. due to losses in melee or evades/flees, that does not
Muskets: range as per bow but with an extra -1 impact the group move commands or the +1
modifier to fired-on test. support modifier for the move command. Units,
and parts of a group, are still subject to mandatory
9 Recommended optional charge and may cause a group to split. In this
instance, mandatory charge is done without the +1
rules support modifier.

9.1 Stricter group rules 9.2 Stop on breakpoint


The number of controlled groups that may be For a faster game, as soon as one side reaches their
deployed at setup is 3 + general rating +1 for each breakpoint the game is over. The winner is the
sub-general (ignore sub-generals rating). The side that did not reach their breakpoint. If both
number of group points defines the number of sides reach their breakpoint at the same time, they
controlled groups that may be formed at the start of take an army morale test, and continue until one
the game. side loses another break point.
This is especially useful for historical battle
deployment and the number of groups may be 9.3 More impetuosity
adjusted to fit the battle.
Impetuous units of a group must always roll
9.1.1 Uncontrolled Groups individually, not one roll for the group. As
described in the rules, they can still receive the +1
More groups may be deployed at the start of the support modifier, but must implement the move
game than the army’s group points. However, the immediately.
number of groups deployed over the army’s group
points will be uncontrolled. Uncontrolled groups
must be identified at deployment. They cannot
9.4 Foot generals
voluntarily perform actions during the game except Generals may operate on foot such as
uncontrolled groups may missile fire at any units Mesoamerican or some ancient Mesopotamian
that come in range. Uncontrolled groups cannot generals. Foot generals are selected as part of the
voluntarily perform a move command except to army and remain foot generals. Foot generals
charge at any unit that comes within charge range. move up to 12cm and cost 1 point less than a
Uncontrolled units are still subject to mandatory regular general, with a minimum of 1. The
charge and must perform a charge move command command distance penalty for foot generals is in
against enemy units if subject to mandatory charge. multiples of 12cm, rather than 20cm.
Otherwise an uncontrolled group cannot perform
any other action voluntarily, but must perform 9.5 SI and LI in Mounted support
actions as a result of action tests. For all armies up until around 100BC Skirmish
A general may start a move attached to the Infantry and Light Infantry units armed with bows
uncontrolled group (except for the first turn when may support mounted units. The LI/SI is placed
it may not start the game attached to a unit in the immediately behind the mounted unit it is
uncontrolled group) and stay attached for the entire supporting at deployment. The infantry or
turn. On the subsequent turn, the uncontrolled mounted unit may split away from the other during

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movement, but then the infantry unit is no longer
supporting the mounted unit, and cannot move
back into support. When together, they effectively
are one unit, so if attacked from the rear, it will
count as a rear attack on a mounted unit supported
by an SI/LI. A supported unit gains a +1 close
combat modifier to any attack or defence by the
supported mounted unit to its front from any
enemy unit except an HI enemy unit.

9.6 Units returning from off


board
For those that believe that some units should be
able to return to the battlefield: a unit that pursued
a routed or depleted retreating enemy unit (not a
retreating enemy unit that would not be destroyed
at the end of the retreat) off the board may return.
The following turn the unit went off the board, a
move command may be assigned to each unit (no
group commands) that pursued off the board.
There is no support bonus and an additional -2
command penalty applies. If the move command
is successful, the unit is placed on the board
exactly where it left with its rear edge on the board
edge. If the move command is unsuccessful, the
unit is treated as destroyed for breakpoint purposes
and further attempts to return the unit to the board
cannot be made. This optional rule should be for
historical scenarios only.

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10.1.6 Marian Roman
10 Example Units HC, low fortitude, medium armour
Until decent army lists are available, here are some HI (Legionaries), line relief, high fortitude, heavy
examples to assist with formulating historical unit armour
types. Army lists are not necessarily complete;
they merely contain some representative unit types. 10.1.7 Parthians
CAT, low fortitude, heavy armour
10.1.1 New Kingdom Egyptians LC, bow, low fortitude
Chariots, HCH, archer, average fortitude, light
armour, 3 points
Spearmen, HI, average fortitude, light armour, 3
points
HI, archers, average fortitude, light armour, 3
points
SI, bow, 1 point
Note: the categorisation of the chariots has heavy
chariots with light armour depends on the
perception on how chariots were used at this time.
An alternative is to make them light chariots with
high fortitude. The main difference is skirmishers
will evade from combat, are a bit more fragile, not
as good versus infantry and are harder to order to
charge. If Egyptian chariots are HCH, then Hittite
opponents could be HCH, medium armour, high
fortitude. If Egyptian chariots are LCH, then
Hittite chariots should e HCH, light armour,
average fortitude.

10.1.2 Early Achemenid Persians


HC, low fortitude, medium armour, 2 points
LC, light armour, bow, 2 points
HI (Immortals), archer, extra missile protection,
high fortitude, heavy armour
HI (Sparabara), archer, extra missile protection,
heavy armour

10.1.3 Alexandrian Macedonian


HC (Companions), disciplined, high fortitude,
heavy armour
HI (Phalangites), phalanx, light armour
HI (Hoplites), phalanx, heavy armour

10.1.4 Porus Indians


ELE (elephant)
HCH, heavy armour
HC, low fortitude, light armour
HI, archers, light armour

10.1.5 Gauls
LC, javelins, low fortitude, light armour
LI (warbands), impetuous, light armour
SI, javelin, light armour

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Legionaries move and proximity test
11 Example of Play Legionaries roll to move straight ahead – rolls a 3
+1 supported =4. Needed a 2+. Move the group
This short example takes place on a portion of the 8cm. They are within 4cm of the Skirmishers.
battlefield when Pyrrhus is attacking the Romans. The Skirmishers roll a Proximity test – both roll a
A colour version is available on line at: 3 +1 supported = 4 so they fire at the Legionaries.
http://shaun-wargaming-
minis.blogspot.com.au/p/ancient-warrior- Legionaries fired-on test
battles.html The Legionaries take a fired-on test. Legionnaire
A rolls a 1 +1 supported +1 heavy armour =3
Deployment and troops Stand and disordered. Legionnaire B rolls a
5+1+1=6 so charges. Legionnaire C will
automatically pass and charge. Fired-on test is
only rolled for matching pairs with any extra units
fired on automatically passing. Legionnaire B and
C are in contact with the Skirmishers so the latter
must roll a charged test.

The generals are just out of the picture so all units


start within 20cm of general. Generals are +0.

Romans
3 Legionaries: HI, CO, average fortitude, heavy
armour, line relief (marked A, B, C from Roman
right to left).
2 Italian infantry: LI, LO, average fortitude, light Skirmisher charged test
armour. Skirmisher Y rolls a 1 +1 supported = 2 Fire and
retreat. They retreat 6 cm (½ move). The retreat
Pyrrhic disorders and depletes the Skirmisher; they can
1 Warband: LI, LO, average fortitude, light only take one depletion so are destroyed. The
armour, impetuous. Pikemen behind suffer no interpenetration effects -
2 phalangites: HI, CO, medium fortitude, light Skirmishers do not cause any interpenetration
armour, phalanx (marked W, X from Pyrrhic right results. Skirmisher Z rolls a 6 +1 supported = 7.
to left). Fire and Evade. The evade takes them though the
2 Skirmishers: SI, average fortitude, light armour, pike unit – a Skirmisher interpenetrating a close
bow (marked Y, Z from Pyrrhic right to left). order unit is depleted, so the Skirmisher is
1 Cavalry – HC, LO, high fortitude, medium destroyed.
armour.

Roman turn
Activating from right to left.
Italian infantry do not move.

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Legionaries fired-on test
Time to resolve the fired-on test from the
retreating and evading Skirmishers.
Legionnaire B fired on test is a roll of 1 +1
supported +1 heavy armour = 3 Chargers
Disordered.
Legionnaire C fired on test is a roll of 6 +1
supported +1 heavy armour = 8 Chargers continue.

Legionaries pursuit test


Both skirmishers retreated/evaded so the
Legionaries need to take a pursuit test.
Legionnaire B rolls a 4 +1 supported -1 disordered
= 5 pursues (needed a 3+).
Legionnaire C rolls a 4 +1 supported = 5 pursues.
Legionnaire B and C contact the phalangites.
Warband charged test
Pike charged test Warband takes a charged test and roll a 4, no
Pike W charged test rolls a 2 +1 supported = 3 modifiers. The warband will count as charging in
Stand. close combat. On a 3 or less, it would not have,
Pike X charged test rolls a 4 +1 supported = 5 and not got the +2 charging bonus in close combat.
Stand.
In general, most non-skirmishers in good Legionnaire C close combat with warband
condition will pass a charged test. Only if Legionnaire C rolls a 5 +1 CO Vs LO +1 heavy
disordered and depleted is there a good chance of armour Vs light armour – 1 disordered = 6.
failure. Warband rolls a 6 +2 charging impetuous Vs foot
= 8.
Legionnaire B close combat with Pike X Warband wins by 2. Legionnaire C retreats ½ a
Legionnaire B rolls a 4 -1 disordered +1 supported move (4cm) and is disordered (no effect as already
+1 heavy armour Vs light armour = 5. disordered) and depleted. Warband is disordered.
Pike X rolls a 1 +2 ordered phalanx to front +1 Warband pursuit roll is a 2 (2+ required as they are
supported = 4. impetuous compared to the usual 3+) and
Legionnaire B wins by 1. Pike X is pushed back recontacts Legionnaire C.
and disordered. Legionnaire B also gets a
disordered result, but as they are already Legionnaire C close combat with warband (2)
disordered, this has no effect. Legionnaire B Legionnaire C rolls a 5 +1 CO Vs LO +1 heavy
cannot follow up due to Pike W also in contact, armour Vs light armour -1 disordered -2 depleted
they both stay in place. = 4.
Warband rolls a 4 +2 pursuing -1 disordered =5.
Legionnaire C close combat with Pike W Warband wins by 1 and Legionnaire C pushed
Legionnaire C rolls a 6 +1 supported +1 heavy back 2cm and both sides disordered. Both
armour Vs light armour = 8. Legionnaire C and Warband already disordered so
Pike W rolls a 3 +2 ordered phalanx to front +1 no effect.
supported = 6.
Legionnaire C wins by 2. Pike W retreats ½ a Pyrrhic turn
move (4cm) and is disordered and depleted. Working from right to left.
Legionnaire C disorderd.
Legionnaire C for pursuit rolls a 3 +1 supported =4 Warband close combat with Legionnaire C
Pursues – right into the Warband unit. Legionnaire C rolls a 6 +1 CO Vs LO +1 heavy
armour Vs light armour -1 disordered -2 depleted
= 5.
Warband rolls a 1 -1 disordered = 0.
Warband Loses by 5 and routs. Legionnaire
pursue check roll is a 5 so yes. Disordered and
depleted do not effect move commands – only
action commands.

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Pike W rally Roman turn (just the LI)


Try to rally Pike W rolls a 6. Required is 5+. Cavalry close combat with LI
Disorder removed. Depleted cannot be removed. Cavalry rolls a 1 +1 high fortitude =2.The Cavalry
Disorder is important for pikes, only an ordered do not get the charge bonus as they are not
phalanx receives a +2 in combat. charging.
LI rolls a 3 -1 disordered = 2.
Pike X close combat with Legionnaire B Tie: Carry on. Cavalry is disordered. LI would be
Note Legionnaire B is now supported by disordered too if it wasn’t already.
Legionnaire C.
Pike X rolls a 4 +2 phalanx = 6. End of example.
Legionnaire B rolls a 1 +1 supported +1 heavy
armour Vs light armour -1 disordered = 2.
Legionnaire B lost by 4 and routs.
Pike rolls a 2 for pursuit. Needed a 3+ so the Pike
unit stays where they are.

Cavalry charge
Cavalry does not have to mandatory charge LI as
the LI are not classed as Heavy. But will try to
charge anyway, rolls a 6 +1 high fortitude =7.
Needed a 3+ so charges.

LI takes a charged test and rolls a 3 +1 supported =


4 Stand.

Cavalry close combat with LI


Cavalry rolls a 3 +1 high fortitude +2 charging
into foot = 6.
LI rolls 2 +1 supported = 3.
LI loses by 3. The front LI unit retreats through
the rear LI and the retreating LI is disordered and
depleted. Resolving interpenetration, the rear LI
unit is disordered and the front (retreating) LI is
depleted as it is already disordered from the
combat (interpenetrating LO are disordered, or
depleted if disordered). This second depletion
destroys the retreating LI unit. This is how it
normally goes for loose order units in echelon.
The rear LI unit moves up into the place occupied
by the front LI. Combat will occur next turn,
which is now:

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2 Centre attack
12 Army Deployment and 3 Flank attack
4-5 Flank and centre attack
Tactics 6 Envelop flanks

12.1 Process 12.3.2 Warband


This section allows for a random choice of Roll Tactic
deployment and battle tactics for an army. It is 1 Defend
based on the composition of the army. The tactics 2-3 All out attack
is based on the army type. The army type is based 4-5 Centre attack
on the army before extra bases are randomly rolled 6 Flank and centre attack
for. This may mean that the full army may qualify
for a different army type but still use the original
12.3.3 Missile
army type. Generals get what they are given.
Alternatively, a +1 or +2 General may use the Roll Tactic
army type of the army after extra bases are rolled 1-2 Defend
for. 3-4 Reserves attack
Look at, or calculate the army type for the army, 5-6 Skirmish
roll 1d6 and refer to the appropriate army table for
deployment and tactics to use. 12.3.4 Infantry
The centre is the central 30cm of the deployment Roll Tactic
area. Each flank is the 15cm from the edge in the 1 Defend
deployment area. This is only a guide, and if you 2-3 Centre attack
cannot fit the units into the defined deployment 4 Flank attack
zone, it is ok to have a unit or two that is supposed 5 Flank and Centre attack
to be on the flank being in the centre (but should 6 Reserves attack
be close to the flank).
If a specific flank is not mentioned, then the
12.3.5 Skirmish
weaker flank is that with a terrain item in it. If no
terrain feature, then roll 1d6 for the stronger flank: Roll Tactic
1-3 left, 4-6 right. 1 Reserves attack
2-3 Envelop flanks
12.2 Army Type 4-6 Skirmish
Work down the table until a match is found for
12.3.6 Other
army type. The last row is used if no earlier match
is found. Roll Tactic
Army composition Army Type 1 Defend
1/3 or more bases are heavy Mounted 2 Centre attack
mounted. 3 Flank attack
½ or more bases are impetuous Warband 4 Flank and Centre attack
1/3 or more bases are Archers Missile 5 Reserves attack
or Skirmishers; or ½ or more 6 Envelop flanks
bases are archers, skirmishers
or missile armed
½ or more bases are heavy Infantry
infantry 12.4 Tactic Description
½ or more bases are LC or Skirmish
LCH 12.4.1 Defend
Any not above Other Defend along the line, with archers and skirmishers
to the front.
12.3 Tactic selection
Deploy
12.3.1 Mounted 70% in centre with a reserve of fast moving units
Roll Tactic (up to 25%) behind the main line.
1 All out attack

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Roll again to see if the focus is on one flank or 12.4.7 Envelop flanks
both: Attack with both flanks while holding the centre.
1-2 15% on each flank
3-4 10% on right flank or terrain flank Deploy
20% on other flank 40% in the centre
5-6 10% on left flank or terrain flank 30% on each flank
20% on other flank
12.4.8 Skirmish
12.4.2 All out attack Light units wear down the enemy, usually by
Attack all along the line. missile fire, and hope to draw the enemy out.
Heavier troops then attack
Deploy
50% of units in the centre Deploy
25% of units on each flank 40% in centre with over 2/3 heavy units in centre
Roll again to see if the focus is on one flank or
12.4.3 Centre Attack both:
Attack with the units in the centre with an aim to 1-2 30% on each flank
break the enemy’s centre. Flank units are held 3-4 20% on right flank or terrain flank
back to protect the flanks of the centre units. 40% on other flank
5-6 20% on left flank or terrain flank
Deploy 40% on other flank
60% in centre with over two-thirds the heavy units
and a skirmish screen (if available)
20% on each flank

12.4.4 Flank Attack


Attack with one flank hoping the break the
opposing flank. Advance with the centre to protect
the attacking flank and hold back the other weaker
flank.

Deploy
40% in the centre
40% on the attacking flank with at least 30% of the
heavy units.
20% on the weaker flank.

12.4.5 Flank and Centre attack


Attack with the centre and a strong flank while
holding back the weak flank.

Deploy
50% in the centre
30% on the strong flank
20% on the weak flank.

12.4.6 Reserves attack


Defend along the front line. When enemy is worn
down, a reserve body of heavy units moves in for
the kill.

Deploy
40% in the centre with at least 50% heavy units
behind the main line in reserve
30% on each flank

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firing table). There is no fired result, and then
13 Designer Notes roll for reaction – it is all in one test. The
close combat test is the same – it is a close
Some notes on the thinking that went into these combat table with results (reactions) similar to
rules. JA and BBA. So the tests in these may on the
surface may seem to equate to RRtK, but the
Principles reason for their inclusion and the results are
When I wrote these rules here are the design quite different.
principles I had in mind:
• Solo friendly - increase uncertainty and Missile weapons
remove as much decision making as viable. Javelins and other short range melee weapons that
• Only two markers required in the game – are used by other than skirmishers are incorporated
disordered that can be removed, and depleted into the unit statistics. It is assumed that many
aka hit points that cannot be removed. Most non-phalanx heavy and light infantry carry short
units would have two hit points. range weapons, and used them at short range.
• Not IGOUGO - a unit would take its entire Those that do not have them generally have a -1
turn (move, missile, and melee) before moving fortitude. Close combat is considered a
onto another unit. combination of short range missile firing (if used)
• Units would not have much freedom of and contact. Incorporating a distinct short range
movement. missile capability for all units that did so is beyond
• Some command and control possibly by a the scale of the game.
support unit bonus modifier, forcing individual
bases to be formed into units. Armour
• All distances are in centimetres and in Armour should really be better thought of as
multiples of 4cm to match the base width of protection but armour sounds better. There are
my 15mm armies. missile modifiers for firing at Heavy armour, and
• The game allows for push-backs and retreats. also a combat bonus for heavy units fighting light
• The game does not require bases to align for units. The medium armour category is for those
combat. units where they have heavier armour than light
• Infantry skirmishers are removed from the and are also ok in melee, but not enough to warrant
board quite quickly and only have one hit extra missile protection. Examples of medium
point. armour troops that come to mind are Successor
• Only one d6 for all rolls and a high roll is phalangites and Thorakites.
always good.
• Only melee will be an opposed roll. Long Spear Phalanx
• Variable actions in reaction to enemy events. It is my belief that at the level these rules are
pitched at, there is no real difference between a
• Javelins have a range for skirmishers. Other
hoplite (long spear) phalanx and a phalangite
heavier units do not, and will be incorporated
(pike) phalanx. However, hoplite armour will
into unit melee factors.
almost always be heavy, while phalangite armour
• There is some sort of mandatory charge for
will be light (or medium for some successor
warband and non-bow armed heavy cavalry.
phalangites). I used to have a straight +2 phalanx
• Reaction tests to determine actions to enemy combat modifier, but this meant hoplites were
events. While there are RRtK reaction-type better than phalangites against most troops. So the
tests in these rules, they are based for a phalanx +2 modifier applies to pike phalanxes, and
different outcome than RRtK, more closely long spear phalanxes only get +1. They still get a
aligning with JA events. The charged test in +1 Vs mounted for long spears.
RRtK a preliminary to combat - poor units will
retreat or rout. In these rules, the charged test
Chariots
is more to see whether a unit will stand or Chariots would normally get a melee bonus but as
retreat (as per JA or Battle Standard or many they mostly fight biblical troops, these should have
other rules where a unit can choose an action light or medium armour at most, and low fortitude.
when charged). The results of the charge are
determined in close combat, rather than some
Close combat table
being resolved on the charged test like in The close combat table - while similar to JA - uses
RRtK. The fired-on test is actually the firing opposed 1d6s, while JA uses opposed 1d3s. In the
result test (it produces similar results to the JA really old JA forum posts, there are examples

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posted by Pete of combat using opposed 1d6s, but setup strike a balance – random terrain, attacker
with the same results table! So somewhere along gets exact choice, defender chooses side to defend,
the way he hit on the idea of using 1d3 rather than both setup hidden.
1d6 to stop the swings. I like to think I have
managed to reduce the swing a little (from moving One command roll per group
to d6s again) with judicious selection of modifiers. The rules originally had the player choose for each
group whether to roll once for the group or once
When to charge for the each unit. In the end, I went for one roll per
In Armati, a unit must charge. In my version of group as this reflects how I have read groups
BBA, it is more like DBM where a unit must roll tended to act in ancient battles.
(or allocate PIPs) not to charge if in range. In
RRTK, a unit in charge reach of an enemy can do
nothing but charge or stand and there is a roll to
charge. In Justified Ancients a unit must roll to
charge too. These rules are derived from Shaun’s
BBA, JA, Armati and lastly RRtK. In these rules a
non-bow armed mounted or warband must roll for
a charge if an enemy heavy (not heavy armour but
HI, HC etc.) unit is in reach. If it fails it can
attempt a non-charge move.

The charge test


In early versions, there was only a charge action
test with a +2 modifier. I then split it into the
charge move command and an uncontrolled charge
action test. It was clunky. So I kept mandatory
charge and charge move command but no
uncontrolled charge test. Uncontrolled charge is a
reaction to enemy events and is a charge to contact
that does not need to be rolled for. I like this -
simplifies the game, and more results are worked
out via close combat than in the tests themselves.

Terrain setup
There are lots of options to go with when
considering terrain and deployment setup. The
reason it went to the defender to choose which side
to deploy is, while the terrain type is the defenders,
the attacker gets to place the terrain (albeit limited
by the grid square it is assigned to but the attacker
gets to choose the size of the terrain and where in
the grid it goes). So the defender then gets to
choose sides based on what terrain the attacker
setup. Streams are setup by the defender and it
assumes that if a stream exists, the defender would
choose deployment based on where the stream is.
Terrain setup is tied to an extent on how the rules
work. For example, I understand why DBA goes
the way it does. Basic Impetus has an interesting
choice - the defender chooses a side, chooses
terrain but sets up first, completely in view of the
attacker. There is a plus and a minus there. I went
for a conservative approach and wanted to stay
away from randomising the side you attack from.
I also wanted to stay away from one side choosing
terrain and the other moving some of it around, or
adding/removing some. I am hoping the terrain

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Commands Action tests 4+
Move (or a Complex move > 20cm from 2+ General in contact with stand +1
enemy) Supported +1
Complex Move 3+ High fortitude +1
Charge or Pursue 3+ Low fortitude -1
Impetuous: 2+ Disordered -1
Archers, Skirmishers: 4+ Depleted (veterans only -1) -2
Reform 5+ Uphill of all enemies, in fieldworks, +1
defending a stream bank, behind stakes,
Pursuit modifiers: in a camp or town.
+1/0/-1 if general attached or disciplined.
Range from general modifier does not apply.
Modifiers Proximity Zone Test
General in contact with stand +1
Supported +1 4+ • Impetuous Uncontrolled Charge.
High fortitude +1 • Archers and Skirmishers fire.
Low fortitude -1 • Other Mounted Uncontrolled
Range from general > 20cm (& per -1 Charge.
extra 20cm) (not pursue) • Others Stand.
Poor/inexperienced general -1 1, 2 or 3 • Skirmishers Evade (no fire).
• Infantry Archers pushed back
Unit Move (cm) from Mounted.
Heavy Infantry 8 • Others Stand (no Fire).
Light or Skirmish Infantry 12 0 or less • Archers & Skirmishers Retreat.
Cataphract, Elephant 12 • Others Pushed-back.
Heavy Cavalry, Knight, Camel 16
Light Cavalry 20
Heavy Chariot 12 Charged Test
Light Chariot, Scythed Chariot 16
4+ • Skirmishers Fire and Evade.
Move • Archers Fire.
CO infantry: wheel 45o or move • Other non-retreating Mounted
Skirmishers, Light Infantry: and Impetuous count as Charging
About face for free, wheel 90o + move in Close Combat.
Others: 45o + move • Others Stand.
SI: move directly backwards 1, 2 or 3 • Skirmishers Fire and Retreat.
• Archers Fire with a +1 modifier.
Complex Move • Others Stand.
CO infantry wheel 45o and move 0 or less • Skirmishers Rout.
Any wheel > 45o (no move) • Others Retreat.
Any about face

Army Morale Test


4+ • Carry on.
3 • All Pushed-back.
1 or 2 • All Retreat.
0 or less • All Rout.

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Fired-on Test
0 or • Carry on.
Infantry Archers 12cm more • On a 0 both sides Disordered.
Skirmishers and mounted archers 8cm -1 • Skirmishers Retreat.
Javelins (Skirmishers only) 4cm • Others Pushed-back.
• Both sides Disordered.
Heavy Armour or Missile protection +1
-2 • Skirmisher Infantry Rout.
Each subsequent fired-on test after first -1
caused by same firer • Others Retreat.
• Higher scorer Disordered.
4+ • Chargers and Pursuers continue. -3 • Skirmisher Infantry Rout.
• Archers & Skirmishers not • Others Retreat.
Charging / Pursuing Fire; if not -4 or • Rout.
in range, advance up to ½ move less
to get into range with no firing.
• Impetuous and other mounted
Uncontrolled Charge if in reach, Evade
else advance a full move. If disordered, depleted (and destroyed if SI).
• Others within 4cm Uncontrolled Move ½ move +2cm directly backwards.
Charge, else advance 4cm. Disordered.
1, 2 or 3 • Skirmishers Retreat. Enemy Chargers automatically pursue.
• LO (not elephants) Pushed-
back. Push-back
• Other Chargers and Pursuers If enemy can follow-up, move directly back ¼
continue Disordered. normal move and pushback infantry, interpenetrate
• All Others Stand (no fire) and others.
Disordered. Disorder if not already.
0 or less Enemy charging/in combat follow-up
• Skirmishers Rout.
• All Others Retreat. Retreat
Move ½ move (+2cm on a d6=6)
Close Combat Test Resolve interpenetration.
Depleted. If already depleted, destroyed.
Note: Not 4+, opposed die roll & use difference Disordered if not already.
Skirmisher (Infantry Vs Elephant +1) -2 Enemy charging/in combat test for pursuit.
Infantry Archer (not skirmishers) -1
Ordered Pike Phalanx to front +2 Rout
Ordered Long Spear Phalanx to front +1 Retreat then destroyed.
Ordered long spears to mounted front +1 Enemy charging/in combat test for pursuit.
Elephant +2 Interpenetration
Camp -3 Disorder (& Deplete if elephant) CO and LO.
Camel (on a d6=4+ Vs mounted +1) -1 Deplete Skirmishers & disordered LO.
Destroy Skirmish Infantry.
Heavy Mounted, or any Impetuous, +2
Charging or Pursuing Vs Infantry to Pursuit
their front (except ordered Phalanx / ½ move, +2cm if a natural 6 is rolled in the test.
long spear).
Heavy Armour Vs Light Armour +1
CO Vs LO +1
Supported +1
Attacked in flank or rear -2
(LO Infantry attacking or Elephant) (-1)
SK Infantry or LO Infantry in difficult +2
Chariot after first round or in difficult -1

Also apply action test modifiers

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