ancient battlelines clash v2.0q

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Ancient Battlelines Clash V2.0 by Shaun Travers Page 1 of 24 Ancient Battlelines Clash Version 2.0q May April 2015 © Copyright Shaun Travers 2015 Table of Contents 1 Document structure ....................................... 1 2 Introduction ................................................... 1 3 Units .............................................................. 1 4 Terrain ........................................................... 3 5 Game sequence .............................................. 4 6 Activations..................................................... 5 7 Action tests .................................................... 6 8 Melee ............................................................. 8 9 Sample army lists .......................................... 9 10 Optional rules ............................................ 9 11 Rule examples ......................................... 10 12 Example of Play ...................................... 13 13 Designer Notes ........................................ 15 14 Programmed opponent............................. 17 1 Document structure Pages 1-12: The rules including examples, optional rules and a reference sheet on page 12. Pages 1-12 is all that is needed to print to play. Pages 13-16: Detailed example and designer notes. Pages 17-24: Fully programmable opponent for the rules; none, some or all may be used. Pages 13-24 are not essential to play, but if you want to use them, it is best to print off separately. 2 Introduction Version 2 of fast play rules for massed ancient battles. ABC is a solo-friendly game in 30 minutes on a 60cmx60cm board. Very similar to V1 but movement rates simplified, troop types redefined and rules re-written (with very minor changes) as V1 was becoming bloated. The latest version may always be found online at http://shaun-wargaming- minis.blogspot.com.au/p/blog-page.html 2.1 Scale, bases and measurements One turn is approximately 60 minutes. One unit is 400-1500 soldiers. All measurements are in cm. All die rolls are singular six-sided dice; high rolls are always good for the roller. Recommended unit base sizes are: Base Width Depth Infantry 40mm 20mm Cavalry 40mm 30mm Elephants, Chariots, Camps 40mm 40mm Depth is not that important but widths should all be the same. Battle units should be 4 figures to a base, auxiliary units 3 and skirmishers 2. The rules are designed with 15mm figures with basing similar to many other rules. If playing with different figure sizes or base widths, scale measurements appropriately. 3 Units 3.1 Classification Each unit has a role, a type and a fortitude that defines its combat value (CV) and movement value (MV). Units may also have abilities. 3.1.1 Role Battle (CV 4): The main battleline units formed in mass to engage and destroy the enemy in melee e.g. heavy infantry, knights and cataphracts. Auxiliary (CV2): Heavy cavalry, and infantry (such as peltasts) that can melee, but usually on the flanks and not able to stand in the centre battleline. Skirmish (CV1): light archers, javelineers, slingers etc. Their role is to disrupt the enemy through missile fire rather than melee. 3.1.2 Type There are three types of units: Infantry (MV 8) Cavalry (MV16) Chariot (MV 12) 3.1.3 Fortitude Fortitude represents staying power and is a combination of morale, experience, armour protection, skill and élan. High fortitude, +1 to CV and most tests. Average fortitude, the default, no modifiers. Low fortitude, +1 to CV and most tests. 3.1.4 Exceptions, mounted and light units Battle chariots: Only have CV 3, not 4. Skirmish mounted: MV20 (Chariots MV16). Mounted: Refers to cavalry, chariots, scythed chariots and elephants. Light: Refers to auxiliary infantry and all skirmishers. 3.1.5 Special units Elephant: CV3, MV 12, no flanks in melee. Aux/Skirmish infantry are +2CV Vs elephant, and cavalry and chariots are CV0 Vs an elephant. Scythed chariot: CV3, MV20,auxiliary, destroyed if disordered or pushed back or retreats. Skirmish infantry +2CV Vs scythed chariot. Does not count against group deployment limit; single units only. Camel: Treat as auxiliary cavalry but no shock bonus, +1CV Vs cavalry and chariots. Camp: CV1, MV0, does not count as a single unit and no flanks in melee. A camp receiving a destroyed result instead sees one attacker advance onto the camp and loot for rest of game. Camps are used only in scenarios.

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  • Ancient Battlelines Clash V2.0 by Shaun Travers

    Page 1 of 24

    Ancient Battlelines Clash

    Version 2.0q May April 2015

    Copyright Shaun Travers 2015

    Table of Contents

    1 Document structure ....................................... 1 2 Introduction ................................................... 1 3 Units .............................................................. 1 4 Terrain ........................................................... 3 5 Game sequence .............................................. 4 6 Activations ..................................................... 5 7 Action tests .................................................... 6 8 Melee ............................................................. 8 9 Sample army lists .......................................... 9 10 Optional rules ............................................ 9 11 Rule examples ......................................... 10 12 Example of Play ...................................... 13 13 Designer Notes ........................................ 15 14 Programmed opponent ............................. 17

    1 Document structure Pages 1-12: The rules including examples, optional rules and a reference sheet on page 12. Pages 1-12 is all that is needed to print to play. Pages 13-16: Detailed example and designer notes. Pages 17-24: Fully programmable opponent for the rules; none, some or all may be used. Pages 13-24 are not essential to play, but if you want to use them, it is best to print off separately. 2 Introduction Version 2 of fast play rules for massed ancient battles. ABC is a solo-friendly game in 30 minutes on a 60cmx60cm board. Very similar to V1 but movement rates simplified, troop types redefined and rules re-written (with very minor changes) as V1 was becoming bloated. The latest version may always be found online at http://shaun-wargaming-minis.blogspot.com.au/p/blog-page.html

    2.1 Scale, bases and measurements One turn is approximately 60 minutes. One unit is 400-1500 soldiers. All measurements are in cm. All die rolls are singular six-sided dice; high rolls are always good for the roller. Recommended unit base sizes are: Base Width Depth Infantry 40mm 20mm Cavalry 40mm 30mm Elephants, Chariots, Camps 40mm 40mm

    Depth is not that important but widths should all be the same. Battle units should be 4 figures to a base, auxiliary units 3 and skirmishers 2. The rules are designed with 15mm figures with basing similar to many other rules. If playing with different figure

    sizes or base widths, scale measurements appropriately.

    3 Units 3.1 Classification Each unit has a role, a type and a fortitude that defines its combat value (CV) and movement value (MV). Units may also have abilities. 3.1.1 Role Battle (CV 4): The main battleline units formed in mass to engage and destroy the enemy in melee e.g. heavy infantry, knights and cataphracts. Auxiliary (CV2): Heavy cavalry, and infantry (such as peltasts) that can melee, but usually on the flanks and not able to stand in the centre battleline. Skirmish (CV1): light archers, javelineers, slingers etc. Their role is to disrupt the enemy through missile fire rather than melee. 3.1.2 Type There are three types of units: Infantry (MV 8) Cavalry (MV16) Chariot (MV 12) 3.1.3 Fortitude Fortitude represents staying power and is a combination of morale, experience, armour protection, skill and lan. High fortitude, +1 to CV and most tests. Average fortitude, the default, no modifiers. Low fortitude, +1 to CV and most tests. 3.1.4 Exceptions, mounted and light units Battle chariots: Only have CV 3, not 4. Skirmish mounted: MV20 (Chariots MV16). Mounted: Refers to cavalry, chariots, scythed chariots and elephants. Light: Refers to auxiliary infantry and all skirmishers. 3.1.5 Special units Elephant: CV3, MV 12, no flanks in melee. Aux/Skirmish infantry are +2CV Vs elephant, and cavalry and chariots are CV0 Vs an elephant. Scythed chariot: CV3, MV20,auxiliary, destroyed if disordered or pushed back or retreats. Skirmish infantry +2CV Vs scythed chariot. Does not count against group deployment limit; single units only. Camel: Treat as auxiliary cavalry but no shock bonus, +1CV Vs cavalry and chariots. Camp: CV1, MV0, does not count as a single unit and no flanks in melee. A camp receiving a destroyed result instead sees one attacker advance onto the camp and loot for rest of game. Camps are used only in scenarios.

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    3.2 Abilities A unit may have zero of more abilities. One unit only must have the general ability. Short missile

    Fire missiles up to 4cm. Only skirmish units, usually javelin armed.

    Long Missile

    Fire missiles up to 10cm, 4cm for skirmish infantry. Bows, sling etc. Battle and auxiliary infantry -1CV.

    Disciplined A unit normally impetuous that is not due to discipline.

    Phalanx Battle infantry with pike or long spears. +1CV to front if ordered in clear terrain and negates shock; -1CV all other conditions.

    Warband Battle infantry only: impetuous, shock, CV3, CV2 in difficult terrain and move in terrain as auxiliary infantry. No complex moves.

    Some MP Some missile protection, e.g. large shield. +1 to fired-on test.

    High MP High missile protection, e.g. full armour. +2 to fired-on test.

    General +2 to CV and all tests die rolls. Lock shields

    Battle infantry presenting a solid wall of spears and shield. If ordered and stationary treat defending terrain e.g. medieval shieldwalls.

    Long spear Non-phalanx infantry with long spears reduces mounted shock modifier by 1 e.g. Akkadian heavy infantry.

    Line relief Units with this ability may swap with a disordered unit of the same group directly to their front as a move command e.g. Roman legionaries.

    Drilled Battle infantry that may wheel up to 3cm and move as part of a normal move e.g. Roman cohorts.

    Dismount Mounted units that may deploy as infantry. Replace with equivalent infantry units prior to deployment.

    Battle cavalry must have some or high MP. Skirmishers must have short or long missile, Skirmish infantry short missile only.

    Default Abilities The following abilities may be specifically added to units but they are inherent to some units. Impetuous Subject to impulsive charging and

    pursuing of the enemy. By default, all non-missile armed mounted with a CV3 or more. CV3 is the base CV plus high/low fortitude.

    Shock +2CV on first contact with infantry if charging to their front in non-difficult terrain and not against defending linear obstacle/stream. By default, all battle/auxiliary mounted; all battle/auxiliary mounted also count shock against mounted skirmishers. Exception: elephants shock is only against battle infantry.

    3.3 Proximity zone Each unit has a proximity zone that is a 40mm square zone directly in front on the unit. The proximity zone is used to restrict movement in front on a unit, and may trigger proximity zone tests.

    3.4 Status A unit is either ordered, disordered or destroyed. All units start the game ordered. Disorder, depletion and destroyed occur as a result of test, interpenetration or melee results. Disorder: An already disordered unit receiving a disordered result has no effect, except for Skirmishers; disordered Skirmishers receiving a disordered result are destroyed. Depletion: An ordered unit that is depleted is disordered. A disordered unit that is depleted is destroyed. Destroyed: A destroyed unit routs and is then removed from the board.

    3.5 Groups A group is one unit or more than one unit where each unit is facing the same direction and touching at least one other unit in edge to edge contact (not corner to corner or corner to edge). Corners do not have to be in contact with each other. A single unit is one not meeting the above criteria. Groups are defined at deployment and may only be split under the following circumstances to smaller groups during the game: A group split move may be used to split a

    group during movement. Enemy missile fire or melee results may split a

    group. A group move command or mandatory charge

    is passed by some of the groups units and not others.

    If part of a group is in contact with enemy units, other non-contacted units may split as the largest group possible. This is not a classed as a group split move.

    Groups may be recombined, but only with the same units as at deployment.

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    3.6 Destroyed general unit Immediately the general unit is destroyed, or its general ability is lost, reduce the ACA by 1 and perform an army morale test. All subsequent moves are performed as though the general is > 20cm.

    3.7 Armies 3.7.1 Army control ability (ACA) The ACA is 0 (default), 1 or 2. The ACA allows more groups to be deployed adds to the armys breakpoint Increases the general command distance Each ACA may add 1 to one die roll (prior to

    rolling) during each player turn; unused ACAs are lost.

    The ACA cannot go below -1. An ACA of -1 incurs a -1 modifier to all move tests. 3.7.2 Army Breakpoint An armys breakpoint (BP) is the total of its unit BVs (break values) divided by 2 and rounded up, plus its ACA. Battle units, auxiliary mounted and elephants: 2BV Auxiliary infantry and skirmish mounted: 1BV Skirmish infantry, camps, scythed chariots: 0BV 3.7.3 Army terrain location If using the random terrain generator each army will have one of four terrain locations: open, mixed, woods or hilly.

    3.8 Points Unit type cost Battle cavalry, elephants 5 Battle infantry, auxiliary cavalry, battle chariots 4 Camels, auxiliary chariots 3 Auxiliary infantry, skirmish mounted, scythed chariots 2 Skirmish infantry 1 Camps 0

    Abilities cost High fortitude +1 Low fortitude -1 Warband -1 Phalanx +1 Sub-generals (1 per 30 points) +3 Other abilities (including the general) +0

    Army command ability cost +2 +3 +1 +2 -1 -2

    An army for a decent game on a 60cm square board is 35 points; 55 points for 90cmx60cm.

    4 Terrain A unit is in a terrain piece if any part of the effected edge is in the terrain piece. Effected edge is dependent on the reason e.g. melee, fired-on, charged. For melee, both units are affected by the worst terrain feature only where the units are touching. A unit defending terrain must have part of their front edge in that terrain to count as defending and in melee to their front in this case both melee units use their difficult terrain CV.

    4.1 Terrain effects Skirmish infantry movement is never affected by terrain except streams and rivers. Units disordered on entering terrain are not disordered again while moving through the same terrain feature. Rise Blocks visibility and missiles for units with a rise between them; except units downhill do not block missile fire or visibility to units not on the rise. Provides a defence bonus to units uphill and attacked to their front. No other effect. Hill Blocks visibility and missiles for units with a hill between them; except units downhill do not block missile fire or visibility to units not on the hill. Provides a defence bonus to units uphill and attacked to their front. Halves movement for battle infantry and all mounted. Wood Visibility and missile fire range is 4cm. Units in a wood cannot be seen by units outside the wood unless touching the edge. Units at a woods edge can see out and fire missiles at full distance out. Halves movement for battle infantry and all mounted, plus disorders all chariots and elephants when entering. Rough Halves movement for infantry and mounted, additionally disorders all mounted when entering. Stream Reduces movement by 4cm for all units. All streams provide a defence bonus to units on the bank and attacked to their front and negates shock. Impassable River Cannot be crossed except at fords or bridges. Passable Rivers, Fords, Bridges Halve all movement. Additionally, a unit must stop when first entering the terrain, and stop just before exiting (it take two moves to cross). A river provides a defence bonus to units on the bank and attacked to their front and negates shock. Linear Obstacle (rampart or barricade) Reduces movement by 4cm for all units. Units defending a linear obstacle receive a combat modifier and negate shock.

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    Town A town is treated as woods, but chariots may enter. There is a combat bonus to defending a town.

    Terrain movement summary Battle

    infantry Aux

    infantry Cavalry Chariot

    Elephant Hill 4 - Wood 4 - 4 + dis Rough 4 4 4 + dis 4 + dis

    4.1.1 Difficult Terrain Hills, rough, woods, fords, bridges, passable rivers and towns are referred to as difficult terrain. While in difficult terrain, battle infantry and chariots are -3CV; Cavalry are -2CV; elephants -1CV.

    4.2 Random terrain generation Split the board into 9 equal squares. Each army will have one of four location types. The attacker randomly chooses and place 9 of the 12 cards associated with the defenders location type in each square. Attacker places the actual terrain piece. Note only limited terrain types are randomly generated. Card Open Mixed Woods Hilly

    1 Rise Rise Rise Rise 2 Hill Hill Rise Hill 3 Clear Woods Wood Hill 4 Clear Clear Wood Rough 5 Clear Clear Clear Rough

    6-12 Clear Clear Clear Clear Grey means that if the card is placed in the centre, treat the card as Clear. Streams: Prior to placing terrain cards, the defender may attempt to place a stream. A d6 of 6 indicates a stream. Choose one edge and randomly choose one square. The defender places the entry point on that square edge and the stream exits on the directly opposite square edge Terrain pieces should be between 10cmx10cm and 20cmx20cm and at least 8cm from other terrain pieces (except streams). Terrain unable to be placed isnt. Hills and rises cannot be placed on streams.

    5 Game sequence 5.1 Setup Each player roll a die, re-roll ties. Higher roll is the attacker who places terrain pieces as per defenders terrain type. The defender then chooses their deployment side. Set up screen across the centre of the board and each side deploys 3 + ACA groups within 20cm of their edge and at least 6cm from the side edges. Remove the screen; attacker starts with first turn.

    5.1.1 Uncontrolled groups More groups may be deployed at the start of the game than normally allowed. The additional groups are uncontrolled and must be identified at deployment. They cannot voluntarily perform actions during the game except: Missile fire at units that come in range. If subject to mandatory charge for unit coming

    within charge range roll a mandatory charge test; impetuous unit must charge.

    Perform actions as a result of enemy actions. To enable normal control of a group, a general (or sub-general) unit may start a player turn in contact with the uncontrolled group (except for the first turn) and stay attached for the entire player turn. On each subsequent player turn, check for control. The uncontrolled group is controlled on a die roll of 4-6, and may immediately act as any other controlled group; the general may also now move.

    5.2 Player turn The game consists of each player alternately taking a player turn until one player is the victor. Each player turn consists of activating groups from the players right to left and front to back. Example

    The groups are activated in this order A, C, B, D, and E. A groups activation may be: If in contact with the enemy, perform melee

    and units may need to resolve a Pursuit Test against retreating or routing units.

    Perform missile fire. Target performs a Fired-on Test

    Perform any mandatory charges. If the group did not fire, choose a move option,

    including rally. If a unit moves and halts within 4cm of an

    enemys front, the enemy may need to perform a Proximity Zone Test.

    If moved into contact, the charged unit may need to perform a Charged Test.

    Resolve outcomes from any tests. Units newly in contact with the enemy perform

    melee and units may need to resolve a Pursuit Test against retreating or routing units.

    Continue with the next group to the left of the previous group.

    A

    B B B

    C

    E

    D

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    If during the turn the general is destroyed, that player must perform an Army Morale Test at that point. An army morale test may be required if any sides general unit is lost.

    5.3 Group actions If a group, or part of a group, is performing the same action - e.g. missile fire, melee - against other units then roll and resolve each action test simultaneously. Groups Vs group tests are lined up to evenly test where possible to avoid two-on-one ganging up and leaving one unit not testing.

    5.4 Victory The game ends when an army is broken with the other player the victor. Keep a running total of destroyed units BVs for each player. An army is broken is the moment its breakpoint is reached or is exceeded. Although not used to calculate the initial army breakpoint, lost generals and camps (when looted), count as 2BV each. If both armies are broken at the same time then continue playing until the next destroyed unit to determine the winner. The winner is the side that exceeds their army BP by the lessor amount.

    6 Activations 6.1 Move To move, a group must roll a move test:

    1+ Moving or charging into contact 3+ Complex move < 20cm from enemy

    Group split; return from off board 5+ Rally

    Modifiers +1/-1 High fortitude/low fortitude

    -1 Single unit -1 per 20cm from general, excluding first

    20cm (ACA1 is first 30cm;2 is 40cm) A unit in contact with the enemy cannot move. A unit that fails a move test cannot fire. A unit that fires cannot move/rally. A unit that contacts an enemy unit is considered to be charging and stops moving immediately. Other units of the group may continue movement but may not split the group (see 11.1 Group move after contact). Do not align units. The enemy group performs a charge test. If after the test, they are still in contact, perform melee. A unit that ends within an enemy unit proximity zone may cause the enemy to undertake a proximity zone test. 6.1.1 Group moves and splits The move test is applied to an entire group unless using a group split move to split a group.

    6.1.2 Movement restrictions Battle infantry Move straight ahead or wheel 3cm. Complex move: wheel and move, or wheel between 3cm and 6cm per unit, or about face. Battle and auxiliary mounted and elephants Move straight ahead, or wheel 3cm and move, or wheel up to 6cm with no further movement. Complex move: Wheel between 3cm and 6cm and move, or about face Auxiliary infantry and skirmishers Optionally about face prior to move (does not cost any movement distance), then move straight ahead, or wheel 6cm and move or move directly back full move, no facing change. No complex moves. Wheels A single unit wheels up to 3cm/6cm. A line of units may wheel up to 3cm/6cm per unit length of the group. Wheel distance counts towards the movement limit of the unit(s), Complex moves A disordered unit cannot perform a complex move, and performing a complex move disorders a unit if within 20cm of an enemy unit. Proximity zone A unit cannot voluntarily move any part of its front edge into and out of a non-skirmisher enemy units proximity zone in the same move. This is to prevent zipping past the front of an enemy. Note skirmish infantry do have a proximity zone against elephants. Moving and halting in an enemy proximity zone (skirmisher or not) may cause that enemy to take a proximity zone test. 6.1.3 Impetuous mandatory charge An impetuous unit (by default, all non-missile armed mounted with a CV3+ and warbands) with a valid enemy unit directly to its front and within movement range is subject to mandatory charge. It will move to contact that unit. Chargers will interpenetrate through friendly skirmish infantry if they are in the way. A valid enemy unit is one that is not: a skirmish infantry, auxiliary infantry. Additionally, a valid target for mounted units is not: elephants (except other elephants), the front of an ordered phalanx, or units in difficult going. A unit will mandatory charge unless a pursuit test is rolled to prevent it from charging. Units of a group test individually for mandatory charge. If the unit does not mandatory charge it may perform any other move or rally but cannot enter in contact with an enemy unit. Enemy camps: All units will mandatory charge against an enemy un-looted camp if directly to their front in movement range.

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    6.1.4 Pursuit Test

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    7.1.3 Fired-on A unit that is fired on by an enemy unit performs a fired on test. 7.1.4 Army morale If the general unit is destroyed, or the general ability is lost, every unit in that army must immediately perform an army morale test.

    7.2 Action test Proximity

    Charged Fired-on Army

    morale = 4cm then fire

    No effect.

    Impetuous units charge. Missile fire if in range; if not move distance to within range. Skirmishers not fired on also retreat (not SI Vs ELE/SCH) Other units stand.

    If within 4cm charge; else move 4 (unless defending terrain)

    Modifiers +1/-1 High fortitude/low fortitude

    -1 Single unit -2 Disordered

    Fired-on additional modifiers +1 Replace high fortitude modifier: Some

    MP/in cover/high fortitude (high MP +2)/missile fire +1 (missile fire +1 is a potential firer result from proximity / charged test). These are not cumulative the+1 modifier applies if one or more of these conditions is met.

    -1 Fired on in flank or rear

    7.3 Actions Stand: Unit does not move and is classed as not charging. Charge: Unit charges the enemy unit that caused the test. No move test is required. The charged unit will need to take a charged test if moving into contact. If the enemy unit is routing or retreating, charge the full distance in that direction. If a stationary enemy is not directly to the front, or directly to front after a normal wheel, stand instead. If already in contact, do not move but is classed as charging. Missile fire: Fire missiles at the unit causing the test. Note that if this is the second time this unit has been called on to fire in this round of tests, perform a missile contest instead, see section 7.4 Missile contest. Move: move as directed. Pushed back: Move directly back 4cm. If cannot due to terrain, camps or enemy units - move at much as possible and convert the disordered result to depleted. Pushed-back units, except skirmish infantry, will push-back friendly infantry behind them. Units in echelon (see 8.2 Echelon) and behind the pushed backed unit will be pushed back with them. Otherwise resolve interpenetration. Retreat: Perform a move to the units rear with up to a 3cm reverse wheel if required to avoid other units. Skirmishers and auxiliary infantry add +2cm to the move. Do not change facing. Interpenetrate un-avoided friendly units. Destroyed if cannot avoid enemy units (except enemy skirmish infantry that are destroyed instead) or impassable terrain. Check for pursuit. Rout: A destroyed unit routs. The routing unit performs a retreat and then is removed. Check for pursuit. Pursuit: If a non-firing unit causing an enemy to retreat or rout can move to its front, then perform a pursuit test - see 6.1.3 Impetuous mandatory charge for the pursuit test. Impetuous units do not test for pursuit and automatically pursue. Do not change facing during the pursuit, unless the enemy unit changed direction. A pursuing unit counts as charging; if it recontacts the retreating unit then perform another melee, if you contact a new unit, that unit may require a charged test before a melee test. A pursuing unit will not cause a proximity test on the retreating unit. 7.3.1 Action direction A unit pushbacks, retreats or routs to the opposite edge to that unit that caused the test. To determine the edge, use the flank and rear definition as per melee.

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    7.3.2 Advance and fire limitations If a unit is required to advance or fire but the unit causing the result is not directly to the units front, the unit will stand. A unit defending a camp, fortification, stakes, riverbank or uphill of an enemy does not advance and stands instead

    7.4 Missile contest When a unit fires on a target and the target test returns fire, and then the original firer test dictates firing again, perform a missile contest instead of firing again. Each unit rolls a die and performs a fired-on test. The lower roll incurs a 1-2 result; if the difference is 3 or more, treat it is

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    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. You cannot gang-up 2 units to 1 unit and leave another one not to be in melee. Example:

    Unit A, B and C are in melee with enemy units X, Y and Z. A pairs with X, B with Y and C with Z. A die is rolled and modified for each of the three melees simultaneously. Then apply results from right to left. 9 Sample army lists These examples are to assist with formulating historical unit types. Army lists are not necessarily complete; they merely contain some representative unit types. Skirmishers will almost always never have high or low fortitude. Germanic-type warbands are usually high fortitude compared to Gallic counterparts. Chariots normally do not have some/high missile protection. High fortitude auxiliary infantry represent Thorakitai or Roman Auxilia.

    9.1 Converting units The common terms of heavy cavalry, heavy infantry etc. of the Version 1 or other rules are easily converted as follows:

    Infantry Cavalry Chariots Battle Heavy

    infantry Knights,

    Cataphracts Heavy

    chariots Aux Medium

    infantry Heavy cavalry

    Medium chariots

    Skirmish Light infantry

    Light cavalry

    Light chariots

    9.2 New Kingdom Egyptians Chariots, Aux chariots, long missile Spearmen, Battle infantry, low fortitude Archers, Battle infantry, long missile, low fortitude Skirmishers, Skirmish infantry, long missile Note: the categorisation of the chariots as auxiliary chariots depends on the perception on how chariots were used at this time. An alternative is to make them skirmish chariots with high fortitude. The main difference is skirmishers will evade from combat, are more fragile and not as good versus infantry. 9.3 Early Achemenid Persians Cavalry: Aux Cavalry, long missile, shock Immortals: Battle infantry, long missile, high fortitude, some MP

    Sparabara: Battle infantry, long missile, some MP Skirmishers: Skirmish infantry, long missile Subject Infantry: Aux infantry 9.4 Alexandrian Macedonian Companions: Aux cavalry, disciplined, high fortitude Phalangites: Battle infantry, phalanx Hoplites: Battle infantry, phalanx, some protection, low fortitude The hoplites in Alexanders service are not very enthusiastic, hence the low fortitude. 9.5 Porus Indians Elephant: Elephant Chariots: Battle chariots Cavalry: Aux cavalry, low fortitude Archers: Battle infantry, long missile

    9.6 Gauls Cavalry: Skirmish cavalry, short missile, low fort. Tribal infantry: Battle infantry, warband Skirmishers: Skirmish infantry, short missile

    9.7 Marian Roman Cavalry: Aux cavalry Legionaries: Battle infantry, line relief, high fortitude, some MP

    9.8 Army command ability note For scenarios the ACA should be obvious. For other games, generate the armys command ability by rolling a die: 1-4 Average (+0) 5-6

    Skilled (+1); on a 6 roll again: 4-6 - the command is Exceptional (+2)

    10 Optional rules These are to be used at the discretion of the players; most are designed for specific scenarios.

    10.1 Abilities Undrilled Units particularly poor at manoeuvres

    are additional -1 modifier to perform any complex move e.g. militia units.

    Veterans Well experienced troops with a long history of excelling in combat e.g. Theban Sacred Band, Silver Shields. One per army and it must be a high fortitude unit. A veteran unit reduces by 1 all disorder modifiers in tests.

    Sub-general

    Recommended for larger games, a sub-general acts like general ability but only+1CV and +1 to tests. Move commands can be traced to the sub-general unit. A destroyed sub-general does not reduce ACA, and army morale test only for units in 20cm.

    A B C X Y Z

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    10.2 Infantry in mounted support For all armies up until around 100BC, auxiliary and skirmish infantry units with no long missile ability may support mounted units. The supporting unit is placed immediately behind the supported mounted unit at deployment. The infantry or mounted unit may split away from the other during 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 infantry unit. A supported unit gains a +1 melee modifier to any attack or defence by the supported mounted unit to its front from any enemy unit except a battle infantry enemy unit.

    10.3 Artillery Artillery does not move when forced to retreat or rout, but does suffer disorder and depletion. Artillery never cause interpenetration effects but may be affected by interpenetration. Artillery never pursues or charges. An enemy will not pursue a routed artillery unit. Otherwise treat artillery as auxiliary infantry for tests. Missile protection of the target is ignored for the fired on test and some artillery has additional modifiers to the fired-on test. Light Medium Heavy range 10cm 15cm 20cm Move 4cm 0cm 0cm Fired-on modifier

    0 -1 -2

    10.4 War wagons War Wagons: Battle chariots, MV8, no flanks Abilities: Some MP or high MP (high more common). They may have long missile or light artillery They do not have the shock ability. With the Long Missile ability, they may fire from any one side per test. When armed with light artillery, they fire from only one flank side for the entire game (chosen when first firing). War wagons are pushed back, retreat and rout but never charge or pursue. War Wagons may fire over friendly troops. War Wagons never cause or are affected by interpenetration.

    10.5 Longbows and Crossbows Longbows are long missiles, firing at any target cause the target to take a fired-on test ignoring its high MP or some MP ability. Crossbows are long missiles, firing at any non-skirmish target and non-auxiliary infantry, cause the target to take a fired-on test ignoring its high MP or some MP ability.

    10.6 Gunpowder hand weapons Arquebus: Treat as long missile ability. Handguns: Treat as short missile ability. Some MP is ignored; high MP is only a +1 modifier. Muskets: Treat as long missile ability and the fired-on test is taken with an additional -1 modifier.

    11 Rule examples 11.1 Group move after contact Before charge:

    Y Z

    B

    A

    After A contacts:

    Y Z

    B

    A

    B may make the following move:

    Y Z

    BA

    11.2 Tests 11.2.1 Move A Gallic general orders a single low fortitude battle infantry warband to move. It is 30cm away. Rolling a 3 on the die, -1 low fortitude, -1 range >20cm, -1 single unit results in 0. Score needed is 1+ so the chariot remains stationary. 11.2.2 Group move

    A, B and C are a group of a battle infantry units. B is low fortitude, the rest are average. A single die roll to charge against an enemy group is made. A 4 is rolled, and -1 for B only for low fortitude. A and C score a 4 which is a success, B scores a 3 also a success and so all 3 units charge simultaneously into the enemy group. The charged units will now undertake a charged test against

    A B C

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    these units. If the original roll was a 1, B would have failed and only A and C would charge. 11.2.3 Proximity zone test A Roman auxiliary cavalry unit moves to within 3cm of the front of a Gallic battle infantry warband unit (low fortitude). The Gallic unit must perform a Proximity Zone entered test. It rolls a 5 -1 for single unit -1 low fortitude = 3 and, as impetuous, it will charge the Roman heavy cavalry. The latter will need to perform a charged test. If the proximity zone test roll result was less than 1, the Gallic unit would stand and not charge. 11.2.4 Charged Test The Gallic unit from the previous example charges into contact with the Roman cavalry unit. The Roman unit rolls a 4 -1 for single unit = 3 for the Charged test causing it to charge as it is a shock unit. It is already in contact so this means the Roman Cavalry uses the shock bonus in the first turn of melee. Both units must now perform a melee. If the Roman cavalry had rolled a 1, -1 single unit = 0, it would stand and not receive the shock modifier in the melee. 11.2.5 Melee Carrying on from the charged example, the Warband has charged the Roman auxiliary cavalry unit. The Roman Heavy cavalry counts its shock ability. The Gallic player rolls a 5. The Gallic combat value is 3, -1 single unit -1 low fortitude for a total of 1 (shock bonus is only Vs infantry). The Roman combat value is 2, +2 for Roman shock, -1 for single unit, for a value of 3. The die roll of 5 + 1 (Gallic) -3 (Roman) is 3. Both sides are disordered. The next turn the Roman player rolls a 6. Gallic value is 0 (CV3, -1 single unit, -1 low fortitude, -1 disordered). Roman value is 1 (CV2 -1 single unit, no shock bonus, disordered does not count Vs infantry). Die roll of 6 +1 -0 = 7, Gallic warband is depleted and, as already disordered it routs and is destroyed. The Roman cavalry unit performs a pursuit test. They roll a 6, so they pursue 8cm (1/2 move +2cm). 11.3 Interpenetration Example: An auxiliary infantry peltast unit is in melee. A second peltast is directly behind this unit. The first unit loses the combat and is disordered and retreats. It interpenetrates the second unit. The second unit is depleted resulting in it being disordered. The first unit is also depleted by the interpenetration and is destroyed as it is already disordered. The first unit also routs as a result of the interpenetration.

    11.4 Flanks Front attacks by the white unit:

    Flank attacks by the white unit:

    Rear attacks by the white unit:

    11.5 Mandatory Charge pursuit test The pursuit test is used for two purposes preventing a mandatory charge and pursuits. An impetuous Norman Knight (Auxiliary Cavalry, high fortitude) has a Saxon battle infantry unit 10cm directly in front. The knight would normally charge (it has to due to the mandatory charge rule). The Norman player does not want the knight to charge so rolls a charge/pursuit test. A roll of 4 sees the knights forced to charge. A roll of 2 would have meant the knights do not charge and may perform a different action. If the knights were uphill of the Saxons with a roll of 4, the roll would have been 4 -2 (uphill) =2 and the knights would not charge.

    11.6 Pursuing Given this situation and it is XYZ activation:

    Combat between groups is done simultaneously. C is depleted and retreats. Z rolls a pursuit test and gets a 4. Z is disciplines and can either add 2 for a 6 and pursue, or subtract 2 and make the roll a 2 and stay in place. Assume Z pursues (and if contacts C then another combat takes place). Y and B close combat results in both being disordered but no retreats. B and Y stay in place. A is depleted and retreats. X cannot pursue as unit B is in the way, and so X does not roll a pursuit test.

    A B C X Y Z

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    Move 1+ Moving 3+ Complex < 20cm from enemy (disorders)

    Group split; return from off board 5+ Rally

    +1/-1 High fortitude/low fortitude -1 Single unit -1 per 20cm from general, excluding first

    20cm (ACA1 is first 30cm;2 is 40cm) Battle infantry: Move OR wheel 3 Complex (not WB): wheel+move; wheel 6; 180o Battle and auxiliary mounted and elephants Wheel 3+ move or wheel 6. Complex: Wheel 6+move or 180o. Auxiliary infantry and skirmishers Optional 180o. Wheel 6+move/direct back move.

    Bat inf Aux inf Cav CH/Ele Hill 4 - Wood 4 - 4 + dis Rough 4 4 4+ dis 4 + dis Diff CV -3 N/A -2 -3/-1

    Rally: No move or fired or melee.

    Mandatory Charge/Pursuit Non-missile mounted with CV3+; with non-Light directly to front in reach. Not: disciplined; Vs unit in difficult; Cavalry/chariots Vs elephants/phalanx

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    12 Example of Play This short example takes place on a portion of the battlefield where Pyrrhus is attacking the Romans. A colour version is available on line at: http://shaun-wargaming-minis.blogspot.com.au/p/blog-page.html

    Deployment and troops

    The general units are just out of the picture so all units start, and remain, within 20cm of general. Army command ability is 0.

    Romans 3 Legionaries: Battle infantry, high fortitude, line relief, some MP (marked A, B, C from Roman right to left) 2 Italian infantry: Auxiliary Infantry (Medium Infantry in the diagram)

    Pyrrhic 1 Warband: Battle Infantry, warband. 2 Phalangites: Battle infantry, phalanx (marked W, X from Pyrrhic right to left). 2 Skirmishers: Skirmish Infantry, long missile (marked Y, Z from Pyrrhic right to left). 1 Cavalry Auxiliary cavalry, high fortitude, impetuous, shock.

    Roman turn Activates from right to left.

    Italian infantry do not move.

    Legionaries move and proximity test A 1 or more is required to move. High fortitude units will always be able to move unless really far from the general and are single units.

    Legionaries move 8cm and are within 4cm of the Skirmishers. The Skirmishers roll a Proximity Zone test both roll a 2: fire (at +1), disordered and retreat. Skirmishers are disordered and retreat back though the pikes. Skirmishers are depleted when interpenetrating so as they are already disordered, they rout. The Pikemen behind suffer no interpenetration effects Skirmish Infantry do not cause any interpenetration results.

    Legionaries fired-on test The Legionaries take a fired on test. Legionary A rolls a 1 +1 some MP/high fortitude +1/missile fire+1 = 2. Legionary A is disordered. Legionary B rolls a 3 and charges (fired on within 4cm) the Skirmishers. They are no longer there, the Legionary must move up to 8cm and so contact (charges) the Pike units. Legionary C automatically scores 3+ and charges. Fired on tests are only rolled for matching pairs with any extra units fired on automatically getting 3+. The Pike units must each take a Charged test.

    Pike charged test Pike W charged test rolls a 2: Stand. Pike X charged test rolls a 4: Stand. Unless a charged unit is missile armed or is a shock/impetuous unit, a charged test results in stand and can usually be ignored.

    Legionary B melee with Pike X Melee is aligned for one on one melee where possible so Legionary B will melee with Pike X and Legionary C with Pike W. Legionary B rolls a 4 +5(CV4 +1 high fortitude) -5 (CV5 for phalanx) = 4: Both disordered. Pike X is disordered. Legionary B is disordered.

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    Legionary C melee with Pike W Legionary C rolls a 6 +5 (CV5) -5 (CV5 phalanx) = 6: Defender depleted and retreats. Pike W is currently not disordered, so the depleted result inflicts a disorder. Pike W retreats 4cm. Legionary C pursuit rolls is a 4, a 3+ is a pursue so pursues; right into the Warband unit.

    Warband charged test Warband takes a charged test and roll a 4 -1 single unit = 3; with the shock ability, charges. The warband will count as charging in melee. On a result of 0 or less, the warband unit would not have charged, and not got the +2 shock bonus in melee.

    Legionary C melee with warband Legionary C rolls a 2 +3 (CV5 -1 single unit -1 disordered) -4 (CV3 +2 shock -1 single unit) = 1. Legionary C is disordered (the depleted result is a disorder if not disordered) and retreats a move (4cm). Warband is impetuous so pursues a move and recontacts Legionary C (no need to roll the pursuit die to see if it move an extra 2cm as its move is enough to contact the Legionary).

    Warband melee with Legionary C Warband rolls a 4 +4 (CV3 +2 shock (pursuit is charging) -1 single unit) -3 (CV5 -1 disordered -1 single unit; note Legionary C is not in side to side contact with Legionary B and so is still a single unit) = 5. Both sides disordered; Legionary C is already disordered so no effect, but the Warband is disordered.

    Pyrrhic turn Working from right to left.

    Warband melee with Legionary C Warband rolls a 2 +1 (CV3 -1 disordered, -1 single unit) -3 (CV5 -1 single unit -1 disordered) = 0. Warband is depleted and destroyed as it is already disordered; and routs. Legionary pursuit roll is a 5 so yes and contacts Pike W. Pike W charged test rolls a 4 and stands.

    Legionary C melee with Pike W Legionary C rolls a 5 +3 (CV5 -1 disordered, -1 single unit, -1 (CV3 pike when not ordered -1 disordered-1 single unit) = 7. Defender depleted and retreats. Pike W is currently disordered, so the depleted result destroys the pike unit and it routs. Legionary C for pursuit rolls a 3 and pursues for 4cm.

    Pike X melee with Legionary B Pike X rolls a 6 +1 (CV3 non-ordered -1 single unit 1 disordered) -3 (CV5 -1 disordered -1 single unit) = 4. Both sides disordered. Both sides are already disordered so this has no effect.

    Cavalry charge Cavalry does not have to mandatory charge the Italian infantry as the Italian infantry is an auxiliary infantry unit. They try to charge anyway, rolls a 5 +1 high fortitude -1 single unit = 5. Needs a 1 or more, so charge. Note that they were never going to fail the roll due to the high fortitude.

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    Legion A

    Heavy

    Cavalry

    Pike X

    Legion B

    Legion C

    Med. Inf.

    Med Inf.

    Disordered

    Disordered

    Disordered

    Disordered

    Italian infantry charged test rolls a 3: Stand.

    Cavalry melee with first Italian infantry Cavalry rolls a 4 +4 (CV3 +2 shock bonus -1 single unit) -2 (CV2) = 6. The front Italian infantry is depleted, which means it is disordered, and retreats. The front Italian infantry unit retreats through the rear Italian infantry. Resolving interpenetration, the rear Italian infantry unit is depleted (it is disordered) and the front retreating Italian infantry is also depleted. The retreating Italian infantry is already disordered so the retreating Italian infantry is destroyed and routs. This is how it normally goes for mounted or auxiliary infantry units in echelon. The rear Italian infantry unit moves up into the place occupied by the front Italian infantry. Melee will occur next turn, which is now:

    Roman turn (just the Italian infantry)

    Italian infantry melee with Heavy Cavalry Italian infantry rolls a 2 +0 (CV2 -1 disordered -1 single unit) -2 (CV3 -1 single unit) = 0.The Cavalry do not get the shock bonus as they are not charging. The Italian infantry is depleted that means destroyed as it is already disordered, and routs. Cavalry is impetuous (a base CV3) and automatically pursues. It rolls for pursuit a natural 6 that means +2cm is added to the move for a total of 8cm pursuit. Note the only reason to roll for pursuit for the impetuous unit was for the possible extra distance.

    End of example. 13 Designer Notes Some notes on the thinking that went into these rules.

    Principles When I wrote these rules here are the design principles I had in mind: Solo friendly - increase uncertainty and

    remove as much decision making as viable. Only one marker required in the game

    disordered - that is difficult or cannot be removed. Most units would have two hit points. Combat would be similar to Bill Banks Ancients (BBA) where another disordered result is no effect, and need a high die roll to get a kill.

    Not IGOUGO - a unit would take its entire turn (move, missile, and melee) before moving onto another unit.

    Units would not have much freedom of movement.

    Some command and control possibly by a support unit bonus modifier, forcing individual bases to be formed into units.

    All distances are in centimetres and in multiples of 4cm to match the base width of my 15mm armies.

    The game allows for push-backs and retreats. The game does not require bases to align for

    combat. Infantry skirmishers are removed from the

    board quite quickly and only have one hit point.

    Only one die for all rolls and a high roll is always good.

    Variable actions in reaction to enemy events. Javelins have a range for skirmishers. Other

    heavier units do not, and will be incorporated into unit melee factors.

    There is some sort of mandatory charge for warband and non-bow armed heavy cavalry.

    Reaction tests to determine actions to enemy events.

    Reaction Tests While there are Rally Round the King (RRtK) reaction-type tests in these rules, they are based for a different outcome than RRtK, more closely aligning with Justified Ancients (JA) events. The charged test in RRtK a preliminary to combat - poor units will retreat or rout. In these rules, the charged test is more to see whether a unit will stand or retreat (as per JA or Battle Standard or many other rules where a unit can choose an action when charged). The results of the charge are determined in melee, rather than some being resolved on the charged test like in RRtK. The fired-on test is actually the firing result test (it produces similar results to the JA firing table). There is no fired result, and then a roll for reaction

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    it is all in one test. The melee test is the same it is a melee table with results (reactions) aligned to JA and BBA. So the tests in these may on the surface may seem to equate to RRtK, but the reason for their inclusion and the results are quite different.

    Missile weapons Javelins and other short range melee weapons that are used by other than skirmishers are incorporated into the unit statistics. It is assumed that many non-phalanx heavy and Medium Infantry carry short range weapons, and used them at short range. Those that do not have them generally have a low fortitude. Melee is considered a combination of short range missile firing (if used) and contact. Incorporating a distinct short range missile capability for all units that did so is beyond the scale of the game.

    Phalanx It is my belief that at the level these rules are pitched at, there is no real difference between a hoplite (long spear) phalanx and a phalangite (pike) phalanx.

    When to charge In Armati, a unit must charge. In my (unpublished) version of BBA, it is more like DBM where a unit must roll (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 my 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 (HI, HC etc.) unit is in reach. If it fails it can attempt a non-charge move.

    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 setup strike a balance random terrain, attacker gets exact choice, defender chooses side to defend, both setup hidden.

    One command roll per group The rules originally had the player choose for each group whether to roll once for the group or once for the each unit. In the end, I went for one roll per group as this reflects how I have read groups tended to act in ancient battles.

    Comparison to ABC version 1 Version one used traditional labels for units Heavy infantry, light infantry etc. - and different movement rates for each. Units now classified by role and type (infantry, cavalry and chariot), with some exceptions. I have liked this method ever since reading and playing the Irregular Miniature Ancient rules years ago and finally bit the bullet as it was making more sense in my rules. Movement rates are now simplified - all infantry move 8cm, all mounted move 12; version 1 had different movement rates for the different unit classifications. For this game, the different movement rates were really irrelevant. I was very clever with the old movement rates and retreat distances but I realised it works out the same with two standard movement rates. Skirmish cavalry (LC) did need to move 16cm to make horse archer armies work properly. All skirmishers add 2cm to retreat distances to ensure they do not get caught. Bow range was different for mounted and infantry but this had no effect in the rules so now has the same range. Most of the sections were bloated with words (why use one when you can use three?) and were reworded to cut the rules section down by nearly half.

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    14 Programmed opponent 14.1 Introduction This programmed opponent is designed to extend the deployment tactics found in the rules. It provides an engine to automate many of the actions undertaken by an army. These include preferred choice of table side deployment options initial battle tactics for an army tactics to use during play. It can be used by one army to facilitate solo play (to determine the enemy actions), or use on both sides to watch a battle unfold. Parts of the programmed opponent could be used by the actual players army, such as using the army type to determine deployment of units. The following terms are useful in understanding the workings of the programmed opponent.

    Army type

    Each army will fix into one of six board categories based on the composition of troop types. Army types are used to generate an army tactic.

    Army tactic

    The overall tactic that an army operates under. The army tactic determines how the units are deployed into zones and the zone orders that the units operate under.

    Unit tactic

    The activity a unit will perform, based on the zone orders.

    Deployment area

    The three sectors adjacent to a deployment edge:

    Deployment edge

    Sector A sector is one of the 9 grid squares, each 20cm by 20cm on the recommended board.

    Zone A zone is one of left flank, centre or right flank and is three sectors e.g. The grey area is the left flank zone:

    Deployment edge

    Zone orders

    Determine the actions that units in a particular zone are limited to performing.

    14.2 Process At the start of the game: Determine the army type, based on the armys

    units. Use the army type and roll a die on the

    appropriate table to determine the army tactics. For the defender, determine the armys

    deployment edge by rolling a die for each edge, add some modifiers and selecting the edge with the high modified roll.

    Use the army tactics and deployment guidelines to determine where to place the units within the deployment zone.

    Each Game Turn: Optional: Roll a die for possible changed zone

    orders. For each unit, use the unit tactics for the zone

    order to determine the action/command the unit undertakes.

    Use the normal actions/reactions as required.

    14.3 Army type The army type is used to as a basis to generate the army tactic used for the battle. It is also used to assist in deployment options. The army type is based on the army before extra bases are randomly rolled for. This may mean that the full army may qualify for a different army type but still use the original army type. Generals get what they are given. Alternatively, a +1 or +2 General may use the army type of the army after the extra bases are rolled for. 14.3.1 Determining Army Type Work down the table until a match is found based on the units in the army. The last row is used if no earlier match is found. Army composition Army Type or more bases are non-skirmish mounted

    Mounted

    or more bases are impetuous Warband or more non-skirmish bases have the missile ability or or more bases have the missile ability

    Missile

    or more bases are battle infantry

    Infantry

    or more bases are skirmish mounted

    Skirmish

    Any not above Other

    14.4 Army Tactic selection To determine the army tactic, roll a die on the appropriate army type table. The army tactics are based on those found at the Tactics Tutorial http://www.theartofbattle.com/tactics-tutorial.

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    14.4.1 Army tactic tables Mounted Roll Tactic 1-2 Flank 3-4 Envelop flanks 5-6 Oblique

    Warband Roll Tactic 1 All out 2-3 Centre 4-5 Oblique 6 Defensive

    Missile Roll Tactic 1 Flank 2-3 Envelop flanks 4-5 Defensive 6 Staged retreat

    Infantry Roll Tactic 1-3 Centre 4-5 Oblique 6 Defensive

    Skirmish Roll Tactic 1-2 Envelop flanks 3 Defensive 4-6 Staged retreat

    Other Roll Tactic 1 All out 2 Centre 3 Flank 4 Envelop flanks 5 Oblique 6 Defensive

    14.4.2 Centre Attack with the centre units with the aim to break the enemys centre. Flank units are held back to protect the flanks of the centre units. Centre must advance at high speed. Flanks will advance and only engage to protect the centre.

    Deployment guidelines 60% in centre with over two-thirds the non-light units and a skirmish screen (if available) 20% on each flank

    Initial zone orders

    Centre: Attack Flanks: Probe Reserve (if present): Wait

    For armies with less than 11 units, may optionally not fill a flank with units (die roll of 1-2) and put all on the major flank (non-terrain side if there is one). 14.4.3 Flank Attack with one flank, advance at high speed, hoping the break the opposing flank. Advance with the centre to protect the attacking flank and hold back the other weaker flank.

    Deployment guidelines 40% in the centre 40% on the attacking flank with at least 30% of the total non-light units. 20% on the weaker flank.

    Initial zone orders Centre: Probe Attacking flank: Attack Weaker flank: Wait Reserve (if present): Wait

    Any skirmish infantry are deployed on the centre and/or attacking flank.

    For armies with less than 11 units, may optionally not fill the weaker flank (die roll of 1-3) and have 50-60% centre and 40-50% on the attacking flank. 14.4.4 Envelop flanks Attack with both flanks at high speed while holding the centre.

    Deployment guidelines 40% in the centre 30% on each flank

    Initial zone orders Centre: Probe (optionally Wait on a die roll of 5-6) Flanks: Attack Reserve (if present): Wait

    For armies with less than 11 units, may optionally decrease the centre to 20-30% and fill flanks equally (die roll of 1-4).

    The armys faster units, e.g. mounted, should be deployed on the flanks. 14.4.5 Oblique Attack with the centre and a strong flank while holding back the weak flank. Advance at high

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    speed in mutual support the centre and strong flank.

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

    Initial zone orders Centre: Attack Strong flank: Attack Weak flank: Probe (optionally Wait on a die roll of 5-6) Reserve (if present): Wait

    Any skirmish infantry are deployed on the centre and/or the strong flank.

    If army is < 11 units, may optionally not fill the weak flank (on a die roll 1-4) and increase centre and other flank. 14.4.6 Staged retreat Dispersed units wear down the enemy, usually by missile fire, and hope to draw the enemy out. Heavier troops then attack. Similar to reserves attack, except the focus is on skirmish troops breaking the line of the enemy.

    Deployment guidelines 40% in centre with over 2/3 of the non-light units in centre, some or all in reserve. Roll again to see if the focus is on one flank or both: 1-2 30% on each flank 3-4 20% on right flank or terrain flank

    40% on other flank 5-6 20% on left flank or terrain flank

    40% on other flank

    Initial zone orders Centre: Probe Flanks: Probe Reserve: Wait 14.4.7 Defensive Advance steadily, defending along the line, with archers and skirmishers to the front. If two sectors on the defenders edge have difficult terrain, then an advance is not required. The centre is the line of attack and will advance with flanks either performing a supporting advance or stationary. When enemy is worn down or a gap appears the reserve body of heavier units moves in for the kill or plug the holes, either via a flank or through the gap.

    If both sides have the defensive tactic, the attacker changes to centre tactic, after deployment.

    Deployment guidelines Roll to see army balance: 1 60% centre, 20% on each flank 2 70% centre; 15% on each flank 3 60% centre; 15% on right/terrain flank

    25% on other flank 4 70% centre; 10% on right/terrain flank

    20% on other flank 5 60% centre; 15% on left/terrain flank

    25% on other flank 6 70% centre; 10% on left/terrain flank

    20% on other flank

    Centre must have 5%-25% of total units in reserve behind the main battleline. If there is a steep hill or rise on a flank, optionally (d1-3) a group deployed may be uncontrolled, allowing a +0 general to deploy 4 groups.

    Initial zone orders Centre: Hold Flanks: Hold Reserve: Wait

    For armies with less than 11 units, may optionally not fill a flank with units and put all on the major flank (non-terrain side if there is one). 14.4.8 All out Attack all along the line. Centre and flanks must advance at high speed, subject to being able to support one another and not leave major gaps.

    Deployment guidelines 50% of units in the centre 25% of units on each flank

    Initial zone orders Centre: Attack Flanks: Attack Reserve (if present): Wait 14.4.9 Weak/Strong Flank If a specific flank is not mentioned, then the weaker flank is that with a terrain item in it. If there is no terrain feature, then roll a die for the stronger flank: 1-3 left, 4-6 right.

    14.5 Defender Edge Selection 14.5.1 Deployment The defender chooses their deployment edge first and the attacker takes the opposite. For a defending programmed opponent, this edge needs to be chosen. Optionally, this could be used to

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    randomly select a players defending deployment edge. 14.5.2 Area available for deployment The area available for an armys deployment is up to 20 cm from the deployment edge and no closer than 6cm from any edge. The centre area is the central 20cm of the deployment area. Each flank is the 20cm from the edge in the deployment area (note the 6cm from the side edge of this flank deployment area cannot have units deployed; see Error! Reference source not found. Error! Reference source not found.) This is only a guide, and if you cannot fit the units into the defined deployment zone, it is ok to have a unit or two that is supposed to be on the flank being in the centre (but should be close to the flank). If a specific flank is not mentioned, then the weaker flank is that with a terrain item in it. If no terrain feature, then roll a die for the stronger flank: 1-3 left, 4-6 right. 14.5.3 Process An edge that has a town has a score of 0. For each other edge, roll a die and add the following modifiers. Choose the edge with the highest score. Equal scores randomly choose an edge from the highest scores. The deployment area is the 3 sectors along an edge.

    +3 Deployment area is clear of difficult terrain.

    +2 The opposite deployment area has a centre sector of difficult terrain.

    -2 You are Mounted or Skirmish and any middle sector has difficult terrain.

    +2 Deployment area has rises. +2 Deployment area has at least one sector

    of difficult terrain, except Steep Hills, AND the army has 50% or more units that are auxiliary or skirmish infantry.

    -3 Deployment area has at least one of the three central sectors is difficult terrain, unless the army has 50% or more units that are auxiliary or skirmish infantry.

    14.6 Deployment guidelines The army tactics provide a broad brush approach to how to deploy but does not specify exactly how the units are deployed. There are a number of different methods e.g. create a few deployments and randomly select one or just set them up fairly logically. This section provides some further guidelines to assist with unit deployment. Reserves: Only staged retreat and defensive

    tactics specifically mentions a reserve. Other

    tactics may optionally have a reserve. If you do want to randomise for a reserve in the centre, roll a 1-3 on a die for the existence of a reserve. Normally an average command ability army will have only three groups available to deploy. Three groups may be achieved by joining a flank group to the centre group.

    Faster units: The units with the largest move distance are placed at the outer edges of the zone they are in. The exception is Mounted if they will be deployed in difficult terrain or facing a zone with difficult terrain. Faster Mounted have priority over slower mounted.

    Difficult terrain: Try and place units less affected by difficult terrain in a zone with difficult terrain in it, or directly in front of it.

    Centre: The group(s) in the centre should be should be centred around the middle of the table, except if there is difficult terrain that unsuitable to the units in the zone directly facing. Generally Massed infantry units and Light Infantry will be in the centre with other units in the flanks.

    Flank units: Flank units should be positioned to try and ensure that they cannot be easily flanked due to the 6cm deployment limit from the edge but also ensure there is not too large a gap (if any) with the centre zone units.

    Single lines: Units of a single group should be generally placed in a single line, except skirmish infantry that should be in front of other units. However, armies with large amounts of auxiliary infantry (e.g. > 12 units) should have the two lines of aux infantry in the group.

    General: the general unit should be with the highest CV unit in an attacking zone, otherwise anywhere in the centre.

    Distance from the edge: Zones with Rush Attack and Probe orders should be deployed around 15cm-20cm forward in the deployment zone as any terrain allows; 15cm is recommended as usually other zones in the army have Wait, Hold or Delay orders. Zones with Wait, Hold or Delay orders should be deployed in terrain if favourable to the unit, or else as far forward from the edge to allow room for at least one retreat; 10cm is recommended as a default distance from the edge.

    14.7 Zone orders Initially, the zone orders are set by the army tactic but may (optionally) change each turn depending on circumstances. The actual zone forces are the three main forces at deployment. The three zone

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    forces used should align with a logical split into the three forces, rather than purely using the actual zones of 20cm width each. The zone turn orders determine what the units in that force may do that turn. Note the terminology for this section borrows from WRG 7th but the actions are not the same.

    Zone order

    Description

    Rush All units charge or advance as quickly as possible.

    Attack Impetuous units will charge or advance, archers and skirmishers advance into firing range and other units will advance and charge within reason.

    Probe Impetuous units will charge or advance but may roll to not charge, archers and skirmishers advance into firing range and other units will advance and charge within reason.

    Wait As per HOLD, but after the first charge by a unit, the zone order changes to ATACK.

    Hold Do not advance over the centre line except when forced to charge.

    Delay Similar to HOLD but will avoid advancing into positions that may result in combat.

    14.7.1 Changing orders Each zone force (left flank force, centre and right flank) rolls a die at the start of the turn for that zones turn orders. Roll as the turn progresses. So roll for right flank force first. Then once those units actions are complete, roll for centre turn orders etc. A roll of 6 indicates a possible change of orders.

    1 Possible change of zone order. 2-3 No change to zone orders. 4 If on different orders that at start and got

    no change to zone orders last turn, then change orders to that at start, otherwise no change to zone orders.

    5-6 If on different orders than at start, change back to the at start orders

    +1 Army General is in the zone.

    If a possible change orders result, roll again:

    1 Change the zone order to the next lower order e.g. Probe to Wait.

    2-4 No change 5-6 Change the zone order to the next higher

    order e.g. Attack to Rush.

    If the change is to move to a higher order that does not exist (e.g. already on RUSH) or a lower order (e.g. already on DELAY), then ignore the change.

    General types Optionally roll at the start of the game for the type of general in each zone:

    1 Cautious 2-5 Bold 6 Rash

    A cautious general: -2 to the zone order second die roll. A rash general: +1 to the zone order second die roll.

    Unreliable Generals Optionally, and possibly useful for scenarios, a roll of 2 on the General Types is an unreliable general. On a roll of a 1 for possible zone order changes and then a 1 for possible change zone orders, change orders to WAIT and do not roll for further zone order changes until after the routing of a friendly or enemy unit. If a friendly unit is the first unit to be subsequently routed, and unit has not performed a melee action test, then change sides and become cautious general with ATTACK orders; if the unit has fought hand to hand, then perform a retreat action and then rout. If an enemy unit is the first subsequently routed, then change orders to ATTACK.

    14.7.2 Unit Tactics

    Order Unit tactic Rush Applies to all units.

    Charge or move into melee if not in melee already; other advance as quickly as reasonable to get into melee.

    The exception is skirmishers who only act as though under Attack zone orders, but will only charge other skirmishers.

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    Attack Applies to all units except does not need to apply to a reserve that is not under distinct turn orders. Impetuous and non-bow shock troops

    must charge, otherwise advance towards the enemy. Units with general or disciplined may roll mandatory charge.

    Non-missile armed units must charge if within 4cm into a favourable melee; otherwise advance to within 4cm of the enemy if against a favourable combat possibility; or full distance if end 4cm or further; or to 4cm if cannot get within 4cm or unfavourable combat.

    Missile units and skirmishers attempt to advance to within range of enemy or fire if in range. Missile units will charge if within 4cm (8cm shock missile) into favourable melees.

    Probe Impetuous troops must charge but must roll for mandatory charge, otherwise advance at least towards the enemy the enemy.

    Non-bow shock act as non-missile units with Attack zone orders.

    Other Non-missile armed units otherwise advance to within 4cm of the enemy if within 8cm else advance to > 8cm from enemy if >8cm from enemy..

    Missile units and skirmishers advance to within range of enemy or fire if in range.

    Wait As per HOLD, but once a charge occurs, zone orders change to ATTACK for subsequent units and turns. The differences to HOLD: No -1 modifier to mandatory

    charge/pursuit action tests. If within 4cm of an enemy will charge

    into favourable melees. Non-missile and shock missile will

    move to within 4cm into a favourable melee if within 8cm of an enemy unit.

    Hold Do not advance over the centre line, but other than this limitation the following applies: Impetuous troops must charge but

    must roll for mandatory charge, choose negative modifiers where available. This may take them over the centre line; otherwise advance 0- speed.

    Non-missile armed units may stand in favourable terrain or may advance to > 8cm from enemy units.

    Missile units and skirmishers do not advance unless with other units in the same group.

    A -1 modifier applies to all mandatory charge/pursuit action tests.

    Delay Do not advance over the centre line, but other than this limitation the following applies: Impetuous troops must charge but

    must roll for mandatory charge, choose negative modifiers where available. This may take them over the centre line, otherwise do not advance.

    Non-missile armed units may stand in favourable terrain or may advance up to speed to > 8cm from enemy units.

    Missile units and skirmishers do not advance unless with other units in the same group.

    A -1 modifier applies to all mandatory charge/pursuit action tests.

    Notes:

    Favourable melees: where the chargers modified combat value is greater than or equal to the targets modified combat value. Note that favourable combat is determined for each unit if one unit of a group charges, it may make the unit formerly adjacent to the unit be able to charge into a favourable combat. Favourable combats should be worked on for a group to ensure the entire group charges rather than one unit at a time. Mandatory charge: only roll for mandatory charge if the chargers modified combat value for a resulting combat is less than the targets modified combat value.

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    Advancing (not charging) units (not RUSH) If forced out of the main battle line or falling

    behind attempt to re-join the line. Advancing units may also choose to advance

    in a line if it would otherwise mean advancing as a single unit. This is especially relevant to groups containing units with different movement rates.

    May limit advance to not overshoot main line of attack advance.

    Units not entering into melee may advance defensively e.g. protect from flank attack, rather than advance full distance.

    Groups with a more favourable unit behind the front line may reorganise e.g. a skirmisher has done as much as possible to an enemy in defensive terrain will retire to allow a rear unit charge (ATTACK and PROBE only).

    Reserves: Reserves are a special case and either have a specific deployment order or use the deployment zone orders. Reserves are generally used where appropriate to fill gaps or attack the enemy. Occupying terrain: Auxiliary and skirmish infantry occupy Woods and Rough where possible. Other units generally advance to occupy favourable terrain e.g. advance to the top of a rise. Missile unit and skirmishers advances: These are generally to the closest enemy able to be fired at.

    14.7.3 Charging guidelines Charging units charge enemy units in the following order (subject to the limitations of the zone turn order): Very favourable closest combat result never

    results in a disorder for the charger and is closest target by movement time.

    Favourable closest combat result has a greater change of inflicting a depleted on the target than the charger and its the closest target by movement time

    Very favourable and favourable and second closest enemy by movement time.

    Barely favourable - combat result has an equal change of inflicting a depleted on the target and the charger.

    Desperate - combat result has a greater change of inflicting a depleted on the charger than the target.

    Desperate charges only occur with RUSH and impetuous charges.

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    Rush Attack Probe Wait * Hold Delay All Charge or

    move into melee if not in melee already; otherwise advance as quickly as reasonable to get into melee.

    Skirmishers only: Charge other skirmishers; else as per ATTACK

    Groups with a more favourable unit behind the front line may reorganise.

    No advance over the centre line.

    No need to apply to a reserve not under distinct turn orders. Advancing (not charging) units: If out of main battleline/falling behind may attempt to re-join line. May advance in line rather than otherwise as a single unit. May advance defensively e.g. protect from flank attack. May limit advance to not overshoot main line of attack advance. MI/LI occupy Woods/Rough where possible. Others generally

    advance to occupy favourable terrain e.g. to the top of a rise. Impetuous Charge, otherwise

    advance towards the enemy. Only units with general or disciplined may roll mandatory charge.

    If can charge, roll mandatory charge; choose negative modifiers where available. May take units over the centre line. Advance + towards the enemy.

    Advance 0- speed towards enemy.

    Do not advance.

    -1 mandatory charge/pursuit Shock Non-archer Shock as

    per Impetuous. Non-archer Shock as per Attack non-missile

    No special Shock orders

    Non-Missile If in 4cm charge into favourable melee. No default charging 1. Advance to within 4cm if favourable combat possible 2. Full distance if end 4cm or further away 3. To 4cm if cannot get within 4cm or unfavourable combat.

    If > 8cm then advance to 8cm from enemy.

    May stand if in favourable terrain, else may advance to >8cm of enemy but normally defensive move or stand. DELAY: speed only.

    If within 8cm: Advance to within 4cm if favourable combat possible, else Stand or defensive moves.

    No voluntary advances if within 8cm. -1 to pursuit roll.

    Missile-armed Skirmisher

    Charge into favourable combats within 4cm (within 8cm for shock archers)

    Shock missile only as per non-missile. If stand will fire.

    No voluntarily charge -1 to pursuit roll.

    Advance to within range of closest available enemy or fire if in range.

    No advance unless advancing with other units in the same group.

    * WAIT: change to ATTACK after 1st charge.

    Roll for change orders per zone per turn Possible change order roll Zone General type 1 Possible change of zone order. Roll

    on next table. 1 Change the zone order

    to the next lower order e.g. Probe to Wait.

    1 Cautious -2 to possible order roll

    2-3 No change to zone orders. 2-4 No change 2-5 Bold 4 If on different orders that at start

    and got no change to zone orders last turn, then change orders to that at start, otherwise no change to zone orders.

    5-6 Change the zone order to the next higher order e.g. Attack to Rush.

    6 Rash +1 to possible order roll

    5-6 If on different orders than at start, change back to the at start orders