classical wargaming

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Classical Wargames Rules UNITS Units have four bases, which are aligned in two ranks of two bases, however, Elephant, Artillery and Scythed Chariot units have only one base. HOW TO WIN Victory is achieved as soon as one side is reduced to a strength of two remaining units. For every i nfantry unit (other than Light Infantry) exiting the mapboard on the enemy side, the enemy immediately withdraws two of his units. All three units count as eliminated. SEQUENCE OF PLAY Each side follows th e sequence listed below in each of its turns. 1. C harge sequence 2. Movement 3. Shooting 4. Hand-to-hand combat 5. Morale tests. 1) The Charge Sequence Every time a general wishes a unit to enter into hand-to-hand combat with an enemy unit, the procedure is as follows: 1. Charge Declaration . Declare the charge. Measure the distance between the units. If the charging unit can reach the enemy move it into physical contact (bases touching).

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American War of Independence Wargaming

Classical Wargames Rules UNITS

Units have four bases, which are aligned in two ranks of two bases, however, Elephant, Artillery and Scythed Chariot units have only one base.HOW TO WIN

Victory is achieved as soon as one side is reduced to a strength of two remaining units. For every infantry unit (other than Light Infantry) exiting the mapboard on the enemy side, the enemy immediately withdraws two of his units. All three units count as eliminated.

SEQUENCE OF PLAY

Each side follows the sequence listed below in each of its turns.

1. Charge sequence

2. Movement

3. Shooting 4. Hand-to-hand combat

5. Morale tests.

1) The Charge Sequence

Every time a general wishes a unit to enter into hand-to-hand combat with an enemy unit, the procedure is as follows:

1. Charge Declaration. Declare the charge. Measure the distance between the units. If the charging unit can reach the enemy move it into physical contact (bases touching).a. Only one unit can contact a target unit's face at one time. This means that up to four units may attack a target (front, sides and rear).

b. A unit only fights against the unit it is in frontal contact with.

2. Defensive fire. If the defender is equipped with javelins, and if the attacker launched its charge from further than 8cm away against the front face of the defending unit, the defender may fire at its assailant.

3. Initiate hand-to-hand combat. After removing any losses caused by defensive fire, the two antagonists will fight in the hand-to-hand combat phase. 4. Contact. The attacking unit always conforms to straight contact and hits the side of the enemy unit the majority of its frontage contacts.2) Movement

1. Movement allowances. Units move the distance below each turn. They do not have to use up all their movement allowance, but may not carry any unused movement to the next turn. Troop Type Movement per turn

Light Cavalry, Light Chariots, Scythed Chariots24cm

Heavy Cavalry, Heavy Chariots20cm

Elephants, Warband, Auxiliary Infantry, Light Infantry12cm

Heavy Infantry, Heavy Archers8cm

ArtilleryMay not move

2. Turning. If a Warband, Auxiliary Infantry, Elephant, Heavy Infantry, Heavy Archer, Heavy Cavalry, Scythed Chariot or Heavy Chariot unit wishes to deviate more than 30 from a straight line, it must use up half of their movement allowance to do so. a. Light Infantry, Light Chariots and Light Cavalry may turn without penalty.b. Units turn by pivoting on their central point.3. Difficult terrain. This affects units in the ways stated below:

a. Hills have no effect on movement.

b. Rivers. It takes one complete turn to cross a river. The unit moves up to the rivers edge on one turn, is placed in the river on the next turn, and may move out normally in the last turn.

c. Woods. i. Cavalry, Chariots and Elephants may not enter woods.ii. Heavy Infantry and Heavy Archers have their movement reduced to 4cm every turn they move in a wood.iii. Light Infantry, Auxiliary Infantry and Warbands are unaffected by woods, and may move up to their full movement allowance if desired.d. Rough ground. Rough ground is treated as woods.

4. Moving and firing. Heavy troops may never move and fire. Light Infantry, Light Cavalry and Light Chariots may do so under certain circumstances.a. Light Infantry may move and fire if equipped with javelins. The firing may either precede or follow movement.

b. Light Cavalry and Light Chariots may move and fire if equipped with bows (firing must precede or follow movement). However, Light Cavalry and Light Chariots equipped with javelins are allowed to split-move. That is to say, they may not only move and fire, but are allowed to fire at any point during their move (if the target is in range at the time of firing). They may for example move half their allowance, throw their javelins, turn around, and retire their remaining half-move away from the enemy they had just shot at.c. No unit may ever fire if it is charging an enemy unit.

5. Interpenetration. Units may never pass through each other under any circumstances. 3) Shooting 1. Missile ranges. When a unit wishes to shoot, it must first check to see if the enemy is in range. Weapon Range

Bow 24cm

Javelin8cm

Artillery48cm

Bow (on horseback), Sling16cm

2. Rolling to hit. Infantry and cavalry units with bows, slings or javelins roll one die for each base currently remaining. A successful hit may possibly inflict a casualty point on the defending unit. Units in woods only suffer half the registered number of potential casualty points (always round fractions down).Weapon / Troop TypeDie roll

Bowmen, slingers and javelinmen4-6

Light Infantry and Light Cavalry5-6

3. Saving rolls. However, the defender is permitted what is known as a saving roll for each potential casualty. This is dependent upon armour thickness. For every hit scored, the defender rolls a die. If the score achieves the required saving roll, the casualty is not inflicted.Type of armourSaving roll required

Elephant, extra-heavy armour3-6

Heavy armour, Heavy Chariot4-6

Medium armour, Light Chariot, Scythed Chariot5-6

Light armour6

4. Artillery fire. This is resolved as follows:a. Roll a die to determine the number of shots permitted.b. For every shot, roll a die. A hit is inflicted for every score of 4-6. Halve the number if the target is in a wood.c. No saving roll is allowed. All hits cause a casualty point to be inflicted.d. Artillery may only fire every other move.e. Artillery cannot be shot at. It is assumed to be a very small target, whose crew enjoy some protection from the piece itself.5. Base removal. For every four casualty points inflicted remove a base (denote the current number of casualties using markers).6. Elephant rules. If 4 points are inflicted on an elephant unit, it goes beserk for one move before it dies. Roll a die:1-2

Elephant moves left3-4

Elephant moves right5-6

Elephant moves directly to rear

The elephant turns in the appropriate direction (without penalty) and moves its full allowance immediately. However, if any unit (friendly or enemy) is contacted, the elephant will cease moving and engage its victim in hand-to-hand combat.7. Firing arc. Units may fire at any target within 45 degrees of their frontal facing.8. Firing path. Units must be able to trace an unblocked line from the centre of the firing base to the target unit. If any part of a bases firing path is obscured by intervening terrain or units, it may not fire. Other bases in the unit that have a clear firing path may fire.9. Overhead fire. The only overhead fire allowed is to or from a higher elevation on troops by artillery at long range (>20cm), bows, slings and javelins. 4) Hand-to-Hand Combat

1. Procedure. When units engage in hand-to-hand combat, the fight usually continues each turn until one side is eliminated (Cavalry, Light Chariots and Light Infantry may withdraw a full move after any round of combat, but only if their movement rate exceeds that of their assailants and they are not simultaneously being engaged in the front and on their flank/rear).2. Order of striking. Blows are always struck simultaneously.3. Hand-to-hand combat (open terrain). Each base in a unit rolls a variable number of dice, depending upon the type of opponent it is engaging.Enemyunit

Own unitElephantsHeavy InfantryAuxiliary Infantry, Warband, Heavy Cavalry, Heavy ChariotsHeavy ArchersLight Cavalry, Light Infantry, Light Chariots

Elephants48888

Scythed Chariots48888

Heavy Infantry11234

Warband11123

Auxiliary Infantry11123

Heavy Cavalry11123

Heavy Chariots11123

Heavy Archers11112

Light Cavalry11111

Light Infantry11111

Light Chariots11111

a. Warband, Heavy and Light Chariots roll one extra die per base remaining in the first round of any combatb. Units uphill of their antagonists also roll one extra die per base remaining in the first round of any combatc. Units defending a riverbank similarly roll one extra die per base remaining, if their assailants are crossing the river at the time. Again, this only applies during the first round.d. Units attacking the flank or rear of an enemy always roll an additional die per base engaged.e. Units that are hit in their flank or rear may turn to face their enemy in the second or subsequent rounds of hand-to-hand combat, but only if they are not simultaneously being engaged to their front.f. For every dice rolled, a 4-6 is needed to stand the chance of inflicting a casualty point loss on the enemy.g. Scythed chariots are automatically eliminated after one round of combat.4. Saving roll. As with shooting, the defending unit is entitled to a saving roll for each potential casualty. Use the same chart provided in the shooting section of these rules (see 3 above).a. Troops engaged by Elephants or Scythed Chariots are never entitled to a saving roll.

b. Artillery is defenceless in hand-to-hand combat, and is automatically eliminated if engaged.5. Combat in woods. This uses a different hand-to-hand combat table.Enemy unit

Own unitAuxiliary Infantry, WarbandOther troops

Auxiliary infantry12

Warband12

Other troops11

5) Morale tests

1. Morale effects of hand-to-hand combat. Whenever an infantry, cavalry or chariot unit loses a base in hand-to-hand combat, it must roll a die. If it fails to achieve the appropriate score, another base is removed (if two or three bases are removed in a single turn, roll two or three dice accordingly).Class of unit Morale roll

Elite 3-6

Average 4-6

Levy 5-6

2. Generals and morale. Generals are assigned to a unit, and remain with it throughout the battle. a. If a unit is accompanied by a General, it may add +1 to all morale test die rolls. b. Generals are removed from the table when their unit is eliminated. Classical Wargames Armies

SPECIAL RULES

The following is a list of special rules that can be applied in scenarios and for individual units:

1. Pilum (optional). Roman legionaries can perform both offensive and defensive fire of one dice per base prior to frontal hand-to-hand combat with a hit scored on a 4-6. Reduce armour saving throws by -1. This only applies in the first hand-to-hand combat of the game. 2. Crack troops. Exceptionally well trained and disciplined troops. Units can re-roll morale tests until their first base is lost and are always treated as in Command for movement and firing.

3. Horsemanship. Skilled horsemen may turn without any movement penalties.

4. Aggressive. Units may re-roll hand-to-hand combat misses to account for their toughness and endurance in battle.

5. Marksmen. Units may re-roll one missed shot.6. Giving ground. For units in contact following a round of hand-to-hand combat the one with the lower number of bases is pushed back directly to the units rear by 1cm for each extra hit received. The victorious enemy unit immediately follows up. Troops which give ground into friendly units also push these back. Giving ground does not apply to units involved in flank or rear attacks. Cavalry units that push their opponents off the board may return the next move.7. Command movement. There is an option to allow Generals to move from unit to unit. The General may move at Light Cavalry rate per turn and join any friendly, unengaged unit within range. This is performed after all other movement and charging. Generals are still removed if the unit they are with is eliminated.8. Charismatic generals. Depending on the army a General may be rated as charismatic. Determine this at the start of the game. Generals are charismatic on 1-3 on D6. Charismatic generals add 2 to the units morale die rolls and provide an additional die in hand-to-hand combat. Generally test for armies with a Command Level of Good.9. General casualties. Every time a base is lost in a unit that a General is attached to he becomes a casualty if a 1 is rolled on a D6.10. Woods. Where both units are inside firing is limited to 5cm and to fire out or to be fired upon the unit must be within 5cm of the woods edge. Units must be entirely within the wood to receive the benefit of cover from firing. Cavalry, elephants and chariots may not attack units inside woods.

11. Settlements. Only Infantry may enter or leave a settlement and it takes a complete turn for them to do so. A settlement may contain one unit and possess four sides allowing the unit to fire from any side with all their bases. Units inside count as in cover for shooting and hand-to-hand combat and defend on all sides counting these as their front edge with all their bases. Cavalry, elephants and chariots may not attack units occupying settlements.12. Fortifications. Only Infantry may enter or leave a fortification and it takes a complete turn for them to do so. Units occupy sections of fortification which may contain one unit and fight with one extra dice per base in hand-to-hand combat in the first round. Units may fire from fortifications with all their bases. Units count as in cover for shooting and hand-to-hand combat and defend with all their bases. Cavalry, elephants and chariots may not attack units occupying fortifications.RULES CONVENTIONS1. Movement

a. There are no special restrictions for wheeling in close proximity to enemy units.

b. A withdrawal can be less than a full move and can be at an angle (using a normal wheeling turn).

c. Compulsory actions are performed like normal moves and adhere to terrain restrictions.

d. A unit cannot move through a gap between two other units which is less than a unit frontage wide.

e. Terrain pieces such as hedges, fences and fields have no impact on the game. There is an option to impose a variable deduction of 1D6cm to movement through these features.

2. Shooting

a. Artillery cannot be shot at. It is assumed to be a very small target, whose crew enjoy some protection from the piece itself, entrenchments etc.

b. Shooting at units engaged in hand-to-hand combat is never allowed.

3. Hand-to-hand Combat. Any contact, even with a units corner, brings on a hand-to-hand combat in which all of each units bases fight.

COMMAND LEVELIf using the Leadership Rules the Command Levels of Ancient and Medieval armies are:

ArmyRating

ARMY LISTS

PERIOD: EARLY ITALY

Etruscan League

(650 BC-280 BC)

Early Roman

(580 BC-400 BC)

Camillan Roman

(400 BC-270 BC)

Republican Roman

(270 BC-105 BC)AMW Army list

Samnite / Ubrian

(650 BC-280 BC)

Southern Italian

(420 BC-203 BC)

Gallic

(300 BC-50 BC)AMW Army list

ETRUSCAN LEAGUE ARMY

(650 BC-280 BC)

Unit type

Number per army

Chariots (Heavy Chariots, Elite)

0-1Cavalry

(Heavy Cavalry, medium armour, Average)

1-2Hoplites

(Heavy Infantry, medium armour, Average)

1-2

2nd and 3rd Class(Heavy Infantry, light armour, Levy)

2-4

Skirmishers

(Light Infantry (javelins), light armour, Levy)

1-3

Archers

(Light Infantry (bows), light armour, Levy)

0-1

SPECIAL RULES

1. Phalanx. See Early Hoplite Greek army list.

2. Right-hand drift (optional rule). See Early Hoplite Greek army list.

EARLY ROMAN ARMY

(580 BC-400 BC)

Unit type

Number per army

Equites

(Heavy Cavalry, medium armour, Average)

0-12nd and 3rd Class(Heavy Infantry, medium armour, Average)

3-6

1st Class

(Heavy Infantry, heavy armour, Elite)

1-2

Skirmishers

(Light Infantry (javelins), light armour, Average)

1-2

SPECIAL RULES

3. Phalanx. See Early Hoplite Greek army list.

4. Right-hand drift (optional rule). See Early Hoplite Greek army list.

CAMILLAN ROMAN ARMY

(400 BC-275 BC)

Unit type

Number per army

Equites

(Heavy Cavalry, medium armour, Average)

0-1Hastati and Principes(Heavy Infantry, medium armour, Average)

3-6

Triarii

(Heavy Infantry, heavy armour, Elite)

1-2

Velites

(Light Infantry (javelins), light armour, Average)

1-2

SPECIAL RULES

5. Principes. These are armed with spears and do not carry the pilum.

SAMNITE / UBRIAN ARMY

(650 BC-280 BC)

Unit type

Number per army

Cavalry

(Heavy Cavalry, light armour, Elite)

0-1Warriors(Auxiliary Infantry (javelins), medium armour, Average)

3-8

Skirmishers(Light Infantry (javelins), light armour, Levy)

0-2

Gallic Allies (Warband, light armour, Average)

0-2

SPECIAL RULES

1. Auxiliary Infantry may shoot after moving.

2. Extra Terrain. Samnite armies may place two additional woods anywhere on the battlefield. These woods may be on flat ground or may incorporate hills.

3. Equal numbers of Skirmishers and Warband must be taken.

SOUTHERN ITALIAN ARMY

(420 BC-203 BC)

Unit type

Number per army

Cavalry

(Heavy Cavalry, medium armour, Average)

1-2

Infantry

(Auxiliary Infantry, light armour, Average)

3-7

Javelinmen

(Light Infantry (javelin), light armour, Levy)

0-3

SPECIAL RULES

1. Campanian armies. Replace up to half the Infantry units with the following:

Hoplites

(Heavy Infantry, medium armour, Levy)

These hoplites are subject to the Phalanx and Right-hand Drift rules (see Early Hoplite Greek list for details).

2. Lucanian armies. Any or all Infantry may have medium armour.

3. Apulian armies. 1-3 units of Cavalry may be taken.

4. Bruttian armies. Add the following:

Levies

(Auxiliary Infantry, light armour, Levy)

0-2

EARLY CARTHAGINIAN ARMY

(500 BC-270 BC)

Unit type

Number per army

Chariots

(Heavy Chariots, Average)

0-1

Sacred Band

(Heavy Infantry, medium armour, Elite)

0-1

Libyan spearmen (Heavy Infantry, medium armour, Levy)

2-4

Javelinmen

(Light Infantry (javelin), light armour, Levy)

1-2

Spanish infantry (Warband, light armour, Average)

1-4

Cavalry

(Heavy Cavalry, medium armour, Average)

0-1

SPECIAL RULES

13. Later armies (350-270 BC). Add the following units:

Greeks

(Heavy Infantry, medium armour, Average)

0-1

Numidians (Light Cavalry (javelin), light armour, Average)

0-1

6. Phalanx. See Early Hoplite Greek army list.

7. Right-hand drift (optional rule). See Early Hoplite Greek army list.

SECOND PELOPONNESIAN WAR 431 BC 404 BCSPECIAL RULES

14. Spartan cavalry (optional rule). Ordinarily the Spartans cannot field cavalry, however, there is an option to allow them to field one unit. They will be Levy morale and can be classified as Heavy Cavalry.

15. Discipline and drill. Spartan hoplite units do not lose cohesion after the first base is lost.

16. Athenian and other Greek cavalry. These are fielded as Light Cavalry.

17. Peloponnesian League. Allied to Sparta with leading states being Corinth (defecting to Athens during the Corinthian War 395 BC 387 BC) and Elis.THEBAN WAR 371 BC 361 BC

SPECIAL RULES

18. Spartan cavalry (optional rule). Ordinarily the Spartans cannot field cavalry, however, there is an option to allow them to field one unit. They will be Levy morale and can be classified as Heavy Cavalry.

19. Discipline and drill. Spartan hoplite units do not lose cohesion after the first base is lost.

20. Spartan peltasts. Spartan armies may include up to one unit of peltasts during this period.21. Theban cavalry. They can use the Heavy Cavalry option.DACIAN ARMY

(60 BC 106 AD)

Unit type

Number per army

Cavalry

(Light Cavalry (javelin), light armour, Average)

0-1

Warriors

(Warband, light armour, Average)

4-6

Archers

(Light Infantry or Heavy Archers, light armour, Levy)

1-3

Skirmishers

(Light Infantry (javelin), light armour, Levy)

0-2

SPECIAL RULES

22. The Falx. Any enemy with heavy or extra-heavy armour deduct 1 from each saving roll for hits inflicted by Dacian Warriors.

23. Extra Terrain. May place two additional woods after all other terrain has been placed.